mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Import changes from the local SVN working copy
This commit is contained in:
@@ -653,7 +653,7 @@ void RenderMovingGroupsAndMercs()
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void RenderInfoInSector()
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{
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UINT8 ubSectorX, ubSectorY;
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UINT8 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
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UINT16 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
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INT32 i, xp, yp;
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if( gfViewEnemies && !gbViewLevel )
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@@ -1225,7 +1225,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
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}
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// now the other merc's stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -1289,7 +1289,6 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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{
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INT8 bPocket;
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UINT8 ubItemsInPocket, ubObjectInPocketCounter;
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INT8 bLoop;
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OBJECTTYPE * pObj;
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UINT8 ubPassType;
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@@ -1340,7 +1339,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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if ( bHighestPass != - 1 )
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{
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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@@ -2052,7 +2051,7 @@ INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilit
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AssertNotNIL(pSoldier);
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for ( UINT8 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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for ( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
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{
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
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@@ -5477,7 +5476,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// first our own stuff
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CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
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// then other mercs' stuff
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -5522,7 +5521,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
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CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
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for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
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{
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// Ignore self, mercs in other sectors, etc.
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if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
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@@ -9501,7 +9500,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
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if ( gGameOptions.fNewTraitSystem )
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{
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SOLDIERTYPE * pMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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UINT16 bRegenerationBonus = 0;
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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@@ -13814,7 +13813,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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SOLDIERTYPE * pMedic = NULL;
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SOLDIERTYPE * pBestMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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INT8 bSlot;
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// Find the best doctor
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@@ -14096,7 +14095,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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SOLDIERTYPE * pMedic = NULL;
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SOLDIERTYPE * pBestMedic = NULL;
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UINT8 cnt;
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UINT16 cnt;
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INT8 bSlot;
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// Find the best doctor
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@@ -19505,7 +19504,7 @@ void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
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void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
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{
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UINT8 ubPassType;
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INT8 bLoop;
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UINT16 bLoop;
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SOLDIERTYPE * pOtherSoldier;
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SOLDIERTYPE * pBestOtherSoldier;
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INT8 bPriority, bBestPriority = -1;
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@@ -2853,7 +2853,7 @@ void RetreatButtonCallback( GUI_BUTTON *btn, INT32 reason )
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if( gpAR->pRobotCell )
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{
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//if robot is retreating, set the retreat time to be the same as the robot's controller.
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UINT8 ubRobotControllerID;
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UINT16 ubRobotControllerID;
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ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
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@@ -3027,7 +3027,7 @@ void MercCellMouseClickCallback( MOUSE_REGION *reg, INT32 reason )
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if( gpAR->pRobotCell )
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{ //if controller is retreating, make the robot retreat too.
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UINT8 ubRobotControllerID;
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UINT16 ubRobotControllerID;
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ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
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@@ -3751,7 +3751,7 @@ UINT8 GetUnusedMercProfileID()
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BOOLEAN fUnique = FALSE;
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while( !fUnique )
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{
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ubRandom = (UINT8)PreRandom( 40 );
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ubRandom = (UINT8)PreRandom(CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS);
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for( i = 0; i < 19; i++ )
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{
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fUnique = TRUE;
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@@ -3769,7 +3769,7 @@ void CreateTempPlayerMerc()
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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static INT32 iSoldierCount=0;
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UINT8 ubID;
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UINT16 ubID;
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//Init the merc create structure with basic information
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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@@ -240,7 +240,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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//If a merc gets hired and they dont show up immediately, the merc gets added to the queue and shows up
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// uiTimeTillMercArrives minutes later
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case EVENT_DELAYED_HIRING_OF_MERC:
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MercArrivesCallback( (UINT8) pEvent->uiParam );
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MercArrivesCallback( (UINT16) pEvent->uiParam );
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break;
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//handles the life insurance contract for a merc from AIM.
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case EVENT_HANDLE_INSURED_MERCS:
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@@ -248,7 +248,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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break;
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//handles when a merc is killed an there is a life insurance payout
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case EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC:
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InsuranceContractPayLifeInsuranceForDeadMerc( (UINT8) pEvent->uiParam );
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InsuranceContractPayLifeInsuranceForDeadMerc( (UINT16) pEvent->uiParam );
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break;
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//gets called every day at midnight.
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case EVENT_MERC_DAILY_UPDATE:
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+58
-68
@@ -908,7 +908,7 @@ UINT16 PROFILLUA_sSectorX;
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UINT16 PROFILLUA_sSectorY;
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UINT8 PROFILLUA_bSectorZ;
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UINT8 PROFILLUA_Level;
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UINT8 PROFILLUA_ubID;
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UINT16 PROFILLUA_ubID;
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UINT32 PROFILLUA_sGridNo;
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UINT8 PROFILLUA_ubDirectiono;
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UINT8 PROFILLUA_bTeam;
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@@ -918,7 +918,7 @@ UINT16 PROFILLUA2_sSectorX;
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UINT16 PROFILLUA2_sSectorY;
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UINT8 PROFILLUA2_bSectorZ;
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UINT32 PROFILLUA2_sGridNo;
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UINT8 PROFILLUA2_ubID;
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UINT16 PROFILLUA2_ubID;
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LUA_GLOBAL gLuaGlobal[1000];
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@@ -2354,7 +2354,7 @@ static int l_WhoIsThere2 (lua_State *L)
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{
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UINT32 sGridNo = lua_tointeger(L,1);
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INT8 bLevel = lua_tointeger(L,2);
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UINT8 Val = WhoIsThere2( sGridNo, bLevel );
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UINT16 Val = WhoIsThere2( sGridNo, bLevel );
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lua_pushinteger(L, Val);
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}
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@@ -2698,8 +2698,9 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
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LuaFunction( _LS.L, "HandleSectorLiberation" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<bool>( fFirstTime ).Call( 4 );
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}
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
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INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
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{
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const char* filename = "scripts\\Overhead.lua";
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@@ -2918,7 +2919,7 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
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SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
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{
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UINT8 ubLoop, ubLoopLimit;
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UINT16 ubLoop, ubLoopLimit;
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SOLDIERTYPE * pSoldier;
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ubLoopLimit = MAX_NUM_SOLDIERS;
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@@ -2935,7 +2936,7 @@ SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
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SOLDIERTYPE * FindSoldierByProfileID2( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
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{
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UINT8 cnt2, ubLoopLimit;
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UINT16 cnt2, ubLoopLimit;
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SOLDIERTYPE * pSoldier;
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ubLoopLimit = gTacticalStatus.Team[CIV_TEAM].bLastID;
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@@ -4730,7 +4731,7 @@ static int l_NumMercsNear(lua_State *L)
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{
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UINT8 ubProfileID = lua_tointeger(L,1);
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UINT8 ubMaxDist = lua_tointeger(L,2);
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UINT8 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
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UINT16 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
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lua_pushinteger(L, ID2);
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}
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@@ -5799,7 +5800,7 @@ static int l_SetOffPanicBombs (lua_State *L)
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{
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if ( lua_gettop(L) >= 2 )
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{
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UINT8 ubID = lua_tointeger(L,1);
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UINT16 ubID = lua_tointeger(L,1);
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INT8 bPanicTrigger = lua_tointeger(L,2);
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SetOffPanicBombs( ubID, bPanicTrigger );
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}
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@@ -5852,7 +5853,7 @@ static int l_MakeNoise(lua_State *L)
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if ( lua_gettop(L) >= 6 )
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{
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UINT8 ubNoiseMaker = lua_tointeger(L,1);
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UINT16 ubNoiseMaker = lua_tointeger(L,1);
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INT32 sGridNo = lua_tointeger(L,2);
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INT8 bLevel = lua_tointeger(L,3);
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UINT8 ubTerrType = lua_tointeger(L,4);
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@@ -5995,7 +5996,7 @@ return 0;
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static int l_ActionInProgress(lua_State *L)
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{
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UINT8 cnt2;
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UINT16 cnt2;
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SOLDIERTYPE * pSoldier;
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if (lua_gettop(L) >= 2)
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@@ -6357,7 +6358,7 @@ static int l_ActivateSwitchInGridNo(lua_State *L)
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{
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if (lua_gettop(L) >= 2)
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{
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UINT8 ubID = lua_tointeger(L, 1);
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UINT16 ubID = lua_tointeger(L, 1);
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INT32 sGridNo = lua_tointeger(L, 2);
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if (!TileIsOutOfBounds(sGridNo) && ubID < TOTAL_SOLDIERS)
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@@ -7128,7 +7129,7 @@ static int l_ACTION_ITEM_SEX (lua_State *L)
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if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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UINT8 ubID;
|
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UINT16 ubID;
|
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OBJECTTYPE DoorCloser;
|
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INT16 sTeleportSpot;
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INT16 sDoorSpot;
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@@ -7579,7 +7580,7 @@ static int l_EVENT_InitNewSoldierAnim (lua_State *L)
|
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{
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if ( lua_gettop(L) >= 3 )
|
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{
|
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UINT8 ubTargetNPC = lua_tointeger(L,1);
|
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UINT16 ubTargetNPC = lua_tointeger(L,1);
|
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//if (i == 2 ) BodyType = lua_tointeger(L,i);
|
||||
UINT32 ANIM = lua_tointeger(L,2);
|
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INT32 cnt = lua_tointeger(L,3);
|
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@@ -7636,13 +7637,13 @@ static int l_SetEnterCombatMode (lua_State *L)
|
||||
if ( lua_gettop(L) >= 2 )
|
||||
{
|
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UINT16 group = lua_tointeger(L,1);
|
||||
UINT8 ubID = lua_tointeger(L,2);
|
||||
UINT16 ubID = lua_tointeger(L,2);
|
||||
|
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if ( ubID == NOBODY )
|
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return 0;
|
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|
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SOLDIERTYPE* pGoon = NULL;
|
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for ( UINT8 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
|
||||
for ( UINT16 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
|
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{
|
||||
pGoon = MercPtrs[ ubLoop ];
|
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if ( pGoon->ubCivilianGroup == group && pGoon->bActive && pGoon->bInSector && pGoon->stats.bLife >= OKLIFE && pGoon->aiData.bOppList[ ubID ] == SEEN_CURRENTLY )
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@@ -7675,7 +7676,7 @@ static int l_MakeMercPtrsHostile (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 1 )
|
||||
{
|
||||
UINT8 ubID = lua_tointeger(L,1);
|
||||
UINT16 ubID = lua_tointeger(L,1);
|
||||
|
||||
MakeCivHostile(MercPtrs[ ubID ]);
|
||||
}
|
||||
@@ -7734,7 +7735,7 @@ static int l_EVENT_SoldierGotHit (lua_State *L)
|
||||
DeleteTalkingMenu();
|
||||
if ( pTarget2->stats.bLife >= 0 )
|
||||
{
|
||||
pTarget2->EVENT_SoldierGotHit( 1, 100, 10, pTarget2->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
|
||||
pTarget2->EVENT_SoldierGotHit( 1, 100, 10, pTarget2->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8067,7 +8068,7 @@ static int l_ChangeMercPtrsTeam (lua_State *L)
|
||||
{
|
||||
if ( lua_gettop(L) >= 2 )
|
||||
{
|
||||
UINT8 UID = lua_tointeger(L,1);
|
||||
UINT16 UID = lua_tointeger(L,1);
|
||||
INT8 Side = lua_tointeger(L,2);
|
||||
|
||||
if ( MercPtrs[UID] && MercPtrs[ UID ]->bInSector && MercPtrs[ UID ]->bActive )
|
||||
@@ -8878,46 +8879,33 @@ static int l_GetDirection (lua_State *L)
|
||||
|
||||
static int l_ubID (lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
UINT8 ubTargetNPC = 0;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
UINT32 ubID = 0;
|
||||
|
||||
for (i= 1; i<=n; i++ )
|
||||
if (lua_gettop(L) >= 1)
|
||||
{
|
||||
if (i == 1 )
|
||||
ubTargetNPC = lua_tointeger(L,i);
|
||||
UINT8 ubTargetNPC = 0;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
ubTargetNPC = lua_tointeger(L, 1);
|
||||
pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
|
||||
if (pSoldier)
|
||||
lua_pushinteger(L, pSoldier->ubID);
|
||||
else
|
||||
lua_pushinteger(L, -1);
|
||||
}
|
||||
|
||||
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
|
||||
if ( pSoldier )
|
||||
ubID = pSoldier->ubID;
|
||||
else
|
||||
ubID = -1;
|
||||
|
||||
lua_pushinteger(L, ubID);
|
||||
|
||||
return 1;
|
||||
}
|
||||
//------------
|
||||
static int l_GetFirstID (lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i;
|
||||
UINT8 team = 0;
|
||||
UINT32 id;
|
||||
|
||||
for (i= 1; i<=n; i++ )
|
||||
if (lua_gettop(L) >= 1)
|
||||
{
|
||||
if (i == 1 ) team = lua_tointeger(L,i);
|
||||
UINT8 team = 0;
|
||||
UINT32 id;
|
||||
|
||||
team = lua_tointeger(L, 1);
|
||||
id = gTacticalStatus.Team[team].bFirstID;
|
||||
|
||||
lua_pushinteger(L, id);
|
||||
}
|
||||
|
||||
id = gTacticalStatus.Team[ team ].bFirstID;
|
||||
|
||||
lua_pushinteger(L, id);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -9190,7 +9178,7 @@ static int l_WearGasMaskIfAvailable(lua_State *L)
|
||||
{
|
||||
if ( lua_gettop( L ) >= 1 )
|
||||
{
|
||||
UINT8 ubID = lua_tointeger( L, 1 );
|
||||
UINT16 ubID = lua_tointeger( L, 1 );
|
||||
|
||||
if ( MercPtrs[ubID] && MercPtrs[ubID]->bInSector && MercPtrs[ubID]->bActive )
|
||||
{
|
||||
@@ -9205,7 +9193,7 @@ static int l_SetNewSituationMercPtsr(lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
@@ -9573,7 +9561,7 @@ static int l_SetOffBombsInGridNo (lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
INT32 sGridNo = 0;
|
||||
BOOLEAN fAllBombs = FALSE;
|
||||
INT8 bLevel = 0;
|
||||
@@ -9613,7 +9601,7 @@ static int l_AnimMercPtsrSoldierGotHit (lua_State *L)
|
||||
{
|
||||
if ( MercPtrs[ ubID ]->stats.bLife >= 0 )
|
||||
{
|
||||
MercPtrs[ ubID ]->EVENT_SoldierGotHit( 1, 100, 10, MercPtrs[ ubID ]->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
|
||||
MercPtrs[ ubID ]->EVENT_SoldierGotHit( 1, 100, 10, MercPtrs[ ubID ]->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9738,7 +9726,8 @@ static int l_FindSoldierByProfileID (lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
|
||||
UINT8 ubTargetNPC = 0;
|
||||
UINT16 ubLoop = 0, ubLoopLimit = 0;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT8 id = -1;
|
||||
|
||||
@@ -9767,7 +9756,8 @@ static int l_FindSoldierByProfileIDBool (lua_State *L)
|
||||
{
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
|
||||
UINT8 ubTargetNPC = 0;
|
||||
UINT16 ubLoop = 0, ubLoopLimit = 0;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT8 id = -1;
|
||||
BOOLEAN ProfBool = FALSE;
|
||||
@@ -11445,7 +11435,7 @@ static int l_SetMoneyInSoldierProfile(lua_State *L)
|
||||
|
||||
static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State *L)
|
||||
{
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
UINT8 n = lua_gettop(L);
|
||||
int i = 0;
|
||||
|
||||
@@ -12381,7 +12371,7 @@ return 0;
|
||||
static int l_SetMercPtsrSectorZ(lua_State *L)
|
||||
{
|
||||
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT8 SectorZ;
|
||||
@@ -12413,7 +12403,7 @@ static int l_SetMercPtsrSectorZ(lua_State *L)
|
||||
|
||||
static int l_SetMercPtsrSectorX(lua_State *L)
|
||||
{
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT16 SectorX;
|
||||
@@ -12446,7 +12436,7 @@ static int l_SetMercPtsrSectorX(lua_State *L)
|
||||
static int l_SetMercPtsrSectorY(lua_State *L)
|
||||
{
|
||||
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT16 SectorY;
|
||||
@@ -12479,7 +12469,7 @@ static int l_SetMercPtsrSectorY(lua_State *L)
|
||||
static int l_SetMercPtsrubGroupID(lua_State *L)
|
||||
{
|
||||
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT8 GroupID;
|
||||
@@ -12512,7 +12502,7 @@ static int l_SetMercPtsrubGroupID(lua_State *L)
|
||||
static int l_CheckMercPtsrSectorY(lua_State *L)
|
||||
{
|
||||
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT16 SectorY;
|
||||
@@ -12550,7 +12540,7 @@ static int l_CheckMercPtsrSectorY(lua_State *L)
|
||||
static int l_CheckMercPtsrSectorX(lua_State *L)
|
||||
{
|
||||
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT16 SectorX;
|
||||
@@ -12588,7 +12578,7 @@ static int l_CheckMercPtsrSectorX(lua_State *L)
|
||||
|
||||
static int l_CheckMercPtsrSectorZ(lua_State *L)
|
||||
{
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT16 SectorZ;
|
||||
@@ -12626,7 +12616,7 @@ static int l_CheckMercPtsrSectorZ(lua_State *L)
|
||||
|
||||
static int l_CheckMercPtsrubGroupID(lua_State *L)
|
||||
{
|
||||
UINT8 ubID = 0;
|
||||
UINT16 ubID = 0;
|
||||
BOOLEAN Bool = FALSE;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT8 GroupID;
|
||||
@@ -13269,7 +13259,7 @@ static int l_DoInteractiveActionDefaultResult( lua_State *L )
|
||||
if ( lua_gettop( L ) >= 3 )
|
||||
{
|
||||
INT32 sGridNo = lua_tointeger( L, 1 );
|
||||
UINT8 ubID = lua_tointeger( L, 2 );
|
||||
UINT16 ubID = lua_tointeger( L, 2 );
|
||||
BOOLEAN success = lua_tointeger( L, 3 );
|
||||
|
||||
DoInteractiveActionDefaultResult( sGridNo, ubID, success );
|
||||
@@ -13282,7 +13272,7 @@ static int l_GiveExp( lua_State *L )
|
||||
{
|
||||
if ( lua_gettop( L ) >= 3 )
|
||||
{
|
||||
UINT8 ubID = lua_tointeger( L, 1 );
|
||||
UINT16 ubID = lua_tointeger( L, 1 );
|
||||
UINT8 ubStat = lua_tointeger( L, 2 );
|
||||
UINT16 usNumChances = lua_tointeger( L, 3 );
|
||||
|
||||
@@ -13375,7 +13365,7 @@ static int l_SoldierSpendMoney( lua_State *L )
|
||||
{
|
||||
if ( lua_gettop( L ) >= 2 )
|
||||
{
|
||||
UINT8 usId = lua_tointeger( L, 1 );
|
||||
UINT16 usId = lua_tointeger( L, 1 );
|
||||
UINT32 amount = lua_tointeger( L, 2 );
|
||||
|
||||
lua_pushinteger( L, SpendMoney( MercPtrs[usId], amount ) );
|
||||
|
||||
@@ -33,7 +33,7 @@ extern UINT16 PROFILLUA_sSectorX;
|
||||
extern UINT16 PROFILLUA_sSectorY;
|
||||
extern UINT8 PROFILLUA_bSectorZ;
|
||||
extern UINT8 PROFILLUA_Level;
|
||||
extern UINT8 PROFILLUA_ubID;
|
||||
extern UINT16 PROFILLUA_ubID;
|
||||
extern UINT32 PROFILLUA_sGridNo;
|
||||
extern UINT8 PROFILLUA_ubDirectiono;
|
||||
extern UINT8 PROFILLUA_bTeam;
|
||||
@@ -42,7 +42,7 @@ extern UINT8 PROFILLUA2_ubProfile;
|
||||
extern UINT16 PROFILLUA2_sSectorX;
|
||||
extern UINT16 PROFILLUA2_sSectorY;
|
||||
extern UINT8 PROFILLUA2_bSectorZ;
|
||||
extern UINT8 PROFILLUA2_ubID;
|
||||
extern UINT16 PROFILLUA2_ubID;
|
||||
extern UINT32 PROFILLUA2_sGridNo;
|
||||
|
||||
extern BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId , UINT8 Init);
|
||||
@@ -60,8 +60,9 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
|
||||
//extern BOOLEAN LuaHandleQuestCodeOnSectorEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
|
||||
|
||||
void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
|
||||
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
|
||||
INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
|
||||
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
|
||||
INT8 bSectorZ,
|
||||
INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
|
||||
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
|
||||
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
|
||||
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
#define HELICOPTER_RETURN_REASON_DAMAGE 2
|
||||
|
||||
extern FACETYPE *gpCurrentTalkingFace;
|
||||
extern UINT8 gubCurrentTalkingID;
|
||||
extern UINT16 gubCurrentTalkingID;
|
||||
|
||||
// current temp path for dest char
|
||||
extern PathStPtr pTempHelicopterPath;
|
||||
|
||||
@@ -205,7 +205,7 @@ INT32 iCurrentInventoryPoolPage = 0;
|
||||
INT32 iLastInventoryPoolPage = 0;
|
||||
|
||||
INT32 sObjectSourceGridNo = -1;//shadooow: I don't see much of a sense in this, we have gpItemPointerSoldier and we can use gpItemPointerSoldier->sGridNo to do this, this is actually unused
|
||||
INT8 sObjectSourseSoldierID = -1;
|
||||
INT16 sObjectSourseSoldierID = -1;
|
||||
|
||||
// number of unseen items in sector
|
||||
UINT32 uiNumberOfUnSeenItems = 0;
|
||||
|
||||
@@ -478,10 +478,10 @@ UINT32 guiMAPCURSORS;
|
||||
UINT32 guiMapPathingArrows;
|
||||
|
||||
// assignment selection character
|
||||
INT8 bSelectedAssignChar=-1;
|
||||
INT16 bSelectedAssignChar=-1;
|
||||
|
||||
// current contract char
|
||||
INT8 bSelectedContractChar = -1;
|
||||
INT16 bSelectedContractChar = -1;
|
||||
|
||||
|
||||
// has the temp path for character or helicopter been already drawn?
|
||||
@@ -604,11 +604,11 @@ BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
|
||||
// Flugente: added getter/setter so that we can easily check when a new char is set
|
||||
// we also set a marker determining when we should update the squads data, so that we only check that when required
|
||||
// destination plotting character
|
||||
INT8 bSelectedDestChar = -1;
|
||||
INT16 bSelectedDestChar = -1;
|
||||
bool gSquadEncumbranceCheckNecessary = true;
|
||||
|
||||
INT8 GetSelectedDestChar() { return bSelectedDestChar; }
|
||||
void SetSelectedDestChar( INT8 aVal )
|
||||
INT16 GetSelectedDestChar() { return bSelectedDestChar; }
|
||||
void SetSelectedDestChar( INT16 aVal )
|
||||
{
|
||||
bSelectedDestChar = aVal;
|
||||
gSquadEncumbranceCheckNecessary = true;
|
||||
|
||||
@@ -372,19 +372,19 @@ extern BOOLEAN fDrawTempHeliPath;
|
||||
extern BOOLEAN fDrawTempMilitiaPath;
|
||||
|
||||
// selected destination char
|
||||
INT8 GetSelectedDestChar();
|
||||
void SetSelectedDestChar( INT8 aVal );
|
||||
INT16 GetSelectedDestChar();
|
||||
void SetSelectedDestChar( INT16 aVal );
|
||||
|
||||
extern bool gSquadEncumbranceCheckNecessary;
|
||||
|
||||
// current assignment character
|
||||
extern INT8 bSelectedAssignChar;
|
||||
extern INT16 bSelectedAssignChar;
|
||||
|
||||
// the info character
|
||||
extern INT8 bSelectedInfoChar;
|
||||
extern INT16 bSelectedInfoChar;
|
||||
|
||||
// the contract char
|
||||
extern INT8 bSelectedContractChar;
|
||||
extern INT16 bSelectedContractChar;
|
||||
|
||||
// map arrows graphical index value
|
||||
extern UINT32 guiMAPCURSORS;
|
||||
|
||||
@@ -70,8 +70,8 @@ extern UILayout_CharPanelIconRegion UI_CHAR_Icon;
|
||||
extern UILayout_CharList UI_CHARLIST;
|
||||
|
||||
// marke strogg more mercs
|
||||
extern UINT8 FIRSTmercTOdisplay = 0 ;
|
||||
extern UINT8 maxNumberOfMercVisibleInStrategyList = 0; // WANNE: Max merc displayed in the list depends on the resolution
|
||||
extern UINT16 FIRSTmercTOdisplay = 0 ;
|
||||
extern UINT16 maxNumberOfMercVisibleInStrategyList = 0; // WANNE: Max merc displayed in the list depends on the resolution
|
||||
|
||||
// inventory pool position on screen
|
||||
#define MAP_INVEN_POOL_X 300
|
||||
@@ -227,7 +227,7 @@ extern UINT32 guiSAVEBUFFER;
|
||||
|
||||
extern BOOLEAN fShowInventoryFlag;
|
||||
extern FACETYPE *gpCurrentTalkingFace;
|
||||
extern UINT8 gubCurrentTalkingID;
|
||||
extern UINT16 gubCurrentTalkingID;
|
||||
extern BOOLEAN fMapScreenBottomDirty;
|
||||
extern MOUSE_REGION gMPanelRegion;
|
||||
|
||||
@@ -1355,7 +1355,7 @@ void HandleDisplayOfSelectedMercArrows( void )
|
||||
{
|
||||
INT16 sYPosition = 0;
|
||||
HVOBJECT hHandle;
|
||||
UINT8 ubCount = 0;
|
||||
UINT16 ubCount = 0;
|
||||
|
||||
UINT16 selectedCharArrowX = UI_CHARLIST.Region.x + 1;
|
||||
|
||||
@@ -2119,8 +2119,8 @@ void FindAndSetThisContractSoldier( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gCharactersList[ iCounter].usSolID == pSoldier->ubID )
|
||||
{
|
||||
ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE );
|
||||
bSelectedContractChar = ( INT8 )iCounter;
|
||||
ChangeSelectedInfoChar( ( INT16 )iCounter, TRUE );
|
||||
bSelectedContractChar = ( INT16 )iCounter;
|
||||
fShowContractMenu = TRUE;
|
||||
|
||||
// create
|
||||
@@ -2373,9 +2373,9 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
|
||||
{
|
||||
PLAYERGROUP *pPlayer;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT8 ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
UINT16 ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
|
||||
|
||||
// if traversing tactically, don't do this, unless time compression was required for some reason (don't go to sector)
|
||||
@@ -2406,7 +2406,7 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
|
||||
// At least say quote....
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
|
||||
|
||||
TacticalCharacterDialogue( pSoldier, usQuoteNum );
|
||||
@@ -2454,7 +2454,7 @@ BOOLEAN ValidSelectableCharForNextOrPrev( INT32 iNewCharSlot )
|
||||
if ( fShowInventoryFlag || fHoldingItem )
|
||||
{
|
||||
// the new guy must have accessible inventory
|
||||
if ( !MapCharacterHasAccessibleInventory( ( INT8 ) iNewCharSlot ) )
|
||||
if ( !MapCharacterHasAccessibleInventory( ( INT16 ) iNewCharSlot ) )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
@@ -3761,60 +3761,67 @@ void CreatePopUpBoxForMovementBox( void )
|
||||
|
||||
// create the pop up box and mouse regions for movement list
|
||||
|
||||
// create basic box
|
||||
CreatePopUpBox(&ghMoveBox, AssignmentDimensions, MovePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
|
||||
// create basic box
|
||||
CreatePopUpBox(&ghMoveBox, AssignmentDimensions, MovePosition, ( POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
|
||||
|
||||
// which buffer will box render to
|
||||
SetBoxBuffer(ghMoveBox, FRAME_BUFFER);
|
||||
// which buffer will box render to
|
||||
SetBoxBuffer(ghMoveBox, FRAME_BUFFER);
|
||||
|
||||
// border type?
|
||||
SetBorderType(ghMoveBox,guiPOPUPBORDERS);
|
||||
// border type?
|
||||
SetBorderType(ghMoveBox,guiPOPUPBORDERS);
|
||||
|
||||
// background texture
|
||||
SetBackGroundSurface(ghMoveBox, guiPOPUPTEX);
|
||||
// background texture
|
||||
SetBackGroundSurface(ghMoveBox, guiPOPUPTEX);
|
||||
|
||||
// margin sizes
|
||||
SetMargins( ghMoveBox, 6, 6, 4, 4 );
|
||||
// margin sizes
|
||||
SetMargins( ghMoveBox, 6, 6, 4, 4 );
|
||||
|
||||
// space between lines
|
||||
SetLineSpace(ghMoveBox, 2);
|
||||
// space between lines
|
||||
SetLineSpace(ghMoveBox, 2);
|
||||
|
||||
// set current box to this one
|
||||
SetCurrentBox( ghMoveBox );
|
||||
// set current box to this one
|
||||
SetCurrentBox( ghMoveBox );
|
||||
|
||||
// add strings
|
||||
AddStringsToMoveBox( );
|
||||
// add strings
|
||||
AddStringsToMoveBox( );
|
||||
|
||||
|
||||
// set font type
|
||||
SetBoxFont(ghMoveBox, MAP_SCREEN_FONT);
|
||||
// set font type
|
||||
SetBoxFont(ghMoveBox, MAP_SCREEN_FONT);
|
||||
|
||||
// set highlight color
|
||||
SetBoxHighLight(ghMoveBox, FONT_WHITE);
|
||||
// set highlight color
|
||||
SetBoxHighLight(ghMoveBox, FONT_WHITE);
|
||||
|
||||
// unhighlighted color
|
||||
SetBoxForeground(ghMoveBox, FONT_LTGREEN);
|
||||
// unhighlighted color
|
||||
SetBoxForeground(ghMoveBox, FONT_LTGREEN);
|
||||
|
||||
// make the header line WHITE
|
||||
SetBoxLineForeground( ghMoveBox, 0, FONT_WHITE );
|
||||
// make the header line WHITE
|
||||
SetBoxLineForeground( ghMoveBox, 0, FONT_WHITE );
|
||||
|
||||
// make the done and cancel lines YELLOW
|
||||
SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 1, FONT_YELLOW );
|
||||
// make the done and cancel lines YELLOW
|
||||
SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 1, FONT_YELLOW );
|
||||
|
||||
if ( IsAnythingSelectedForMoving() )
|
||||
{
|
||||
SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 2, FONT_YELLOW );
|
||||
}
|
||||
|
||||
// background color
|
||||
SetBoxBackground(ghMoveBox, FONT_BLACK);
|
||||
// background color
|
||||
SetBoxBackground(ghMoveBox, FONT_BLACK);
|
||||
|
||||
// shaded color..for darkened text
|
||||
SetBoxShade( ghMoveBox, FONT_BLACK );
|
||||
// shaded color..for darkened text
|
||||
SetBoxShade( ghMoveBox, FONT_BLACK );
|
||||
|
||||
SetBoxSecondColumnForeground(ghMoveBox, FONT_LTGREEN);
|
||||
SetBoxSecondColumnBackground(ghMoveBox, FONT_BLACK);
|
||||
SetBoxSecondColumnHighLight(ghMoveBox, FONT_WHITE);
|
||||
SetBoxSecondColumnShade(ghMoveBox, FONT_BLACK);
|
||||
SetBoxSecondColumnFont(ghMoveBox, MAP_SCREEN_FONT);
|
||||
SetBoxSecondColumnMinimumOffset(ghMoveBox, 1);
|
||||
SetBoxSecondColumnOffsetAdjustment(ghMoveBox, -50);
|
||||
|
||||
// resize box to text
|
||||
ResizeBoxToText( ghMoveBox );
|
||||
// resize box to text
|
||||
ResizeBoxToText( ghMoveBox );
|
||||
|
||||
GetBoxPosition( ghMoveBox, &Position);
|
||||
GetBoxSize( ghMoveBox, &Dimensions );
|
||||
@@ -3841,7 +3848,9 @@ void AddStringsToMoveBox( void )
|
||||
CHAR16 sString[ 128 ], sStringB[ 128 ];
|
||||
UINT32 hStringHandle;
|
||||
BOOLEAN fFirstOne = TRUE;
|
||||
|
||||
const INT32 firstColumnMaxEntries = 4 * gGameOptions.ubSquadSize;
|
||||
INT32 entries = 0;
|
||||
bool isFirstColumnFull = false;
|
||||
|
||||
// set the current box
|
||||
SetCurrentBox( ghMoveBox );
|
||||
@@ -3854,16 +3863,19 @@ void AddStringsToMoveBox( void )
|
||||
GetShortSectorString( sSelMapX, sSelMapY, sStringB );
|
||||
swprintf( sString, L"%s %s", pMovementMenuStrings[ 0 ], sStringB );
|
||||
AddMonoString(&hStringHandle, sString );
|
||||
AddSecondColumnMonoString(&hStringHandle, L"");
|
||||
|
||||
|
||||
// blank line
|
||||
AddMonoString(&hStringHandle, L"" );
|
||||
AddSecondColumnMonoString(&hStringHandle, L"");
|
||||
|
||||
// add Select all line
|
||||
if (giNumberOfSquadsInSectorMoving > 1)
|
||||
{
|
||||
swprintf(sString, L"%s", pMovementMenuStrings[4]);
|
||||
AddMonoString(&hStringHandle, sString);
|
||||
AddSecondColumnMonoString(&hStringHandle, L"");
|
||||
}
|
||||
|
||||
|
||||
@@ -3885,7 +3897,15 @@ void AddStringsToMoveBox( void )
|
||||
else
|
||||
swprintf( sString, L"%s", pSquadMenuStrings[iSquadMovingList[ iCount ] ] );
|
||||
}
|
||||
AddMonoString(&hStringHandle, sString );
|
||||
if (!isFirstColumnFull)
|
||||
{
|
||||
AddMonoString(&hStringHandle, sString);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddMonoStringToSecondColumn(&hStringHandle, sString );
|
||||
}
|
||||
entries += 1;
|
||||
|
||||
// now add all the grunts in it
|
||||
for( iCountB = 0; iCountB < giNumberOfSoldiersInSectorMoving; iCountB++ )
|
||||
@@ -3901,9 +3921,23 @@ void AddStringsToMoveBox( void )
|
||||
{
|
||||
swprintf( sString, L" %s", pSoldierMovingList[ iCountB ]->name );
|
||||
}
|
||||
AddMonoString(&hStringHandle, sString );
|
||||
|
||||
if (!isFirstColumnFull)
|
||||
{
|
||||
AddMonoString(&hStringHandle, sString);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddMonoStringToSecondColumn(&hStringHandle, sString);
|
||||
}
|
||||
entries += 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (entries > firstColumnMaxEntries)
|
||||
{
|
||||
isFirstColumnFull = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -4202,7 +4236,7 @@ void ClearMouseRegionsForMoveBox( void )
|
||||
INT32 iCounter = 0;
|
||||
|
||||
// run through list of mouse regions
|
||||
for( iCounter = 0; iCounter < ( INT32 )GetNumberOfLinesOfTextInBox( ghMoveBox ); iCounter++ )
|
||||
for( iCounter = 0; iCounter < ( INT32 )(GetNumberOfLinesOfTextInBox( ghMoveBox ) + GetNumberOfSecondaryLinesOfTextInBox(ghMoveBox)); iCounter++)
|
||||
{
|
||||
// remove this region
|
||||
MSYS_RemoveRegion( &gMoveMenuRegion[ iCounter ] );
|
||||
@@ -4647,11 +4681,11 @@ void HandleSettingTheSelectedListOfMercs( void )
|
||||
// yes, then set them as the destination plotting character for movement arrow purposes
|
||||
fFirstOne = FALSE;
|
||||
|
||||
SetSelectedDestChar(( INT8 )iCounter );
|
||||
SetSelectedDestChar(( INT16 )iCounter );
|
||||
// make DEST column glow
|
||||
giDestHighLine = iCounter;
|
||||
|
||||
ChangeSelectedInfoChar( ( INT8 ) iCounter, TRUE );
|
||||
ChangeSelectedInfoChar( ( INT16 ) iCounter, TRUE );
|
||||
}
|
||||
|
||||
// add this guy to the selected list of grunts
|
||||
@@ -6185,7 +6219,7 @@ BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbErrorNumber
|
||||
( !pSoldier->flags.fBetweenSectors ) && gMercProfiles[ ELDIN ].bMercStatus != MERC_IS_DEAD )
|
||||
{
|
||||
//DBrot: More Rooms
|
||||
UINT8 /*ubRoom,*/ cnt;
|
||||
UINT16 /*ubRoom,*/ cnt;
|
||||
UINT16 usRoom;
|
||||
SOLDIERTYPE * pSoldier2;
|
||||
|
||||
|
||||
@@ -24,8 +24,8 @@ typedef struct FASTHELPREGION {
|
||||
// Flugente: externalised squad names
|
||||
extern std::vector<std::wstring> gSquadNameVector;
|
||||
|
||||
extern UINT8 FIRSTmercTOdisplay ;
|
||||
extern UINT8 maxNumberOfMercVisibleInStrategyList;
|
||||
extern UINT16 FIRSTmercTOdisplay ;
|
||||
extern UINT16 maxNumberOfMercVisibleInStrategyList;
|
||||
|
||||
// String Lengths Defines
|
||||
#define MAX_NAME_LENGTH 10
|
||||
|
||||
@@ -286,7 +286,7 @@ void EndCurrentContractRenewal( )
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMercIsWillingToRenew( UINT8 ubID )
|
||||
void HandleMercIsWillingToRenew( UINT16 ubID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
|
||||
|
||||
@@ -306,7 +306,7 @@ void HandleMercIsWillingToRenew( UINT8 ubID )
|
||||
}
|
||||
|
||||
|
||||
void HandleMercIsNotWillingToRenew( UINT8 ubID )
|
||||
void HandleMercIsNotWillingToRenew( UINT16 ubID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
|
||||
|
||||
@@ -746,9 +746,9 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
|
||||
|
||||
void HandleBuddiesReactionToFiringMerc(SOLDIERTYPE *pFiredSoldier, INT8 bMoraleEvent )
|
||||
{
|
||||
INT8 bMercID;
|
||||
INT8 bLastTeamID;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT16 bMercID;
|
||||
UINT16 bLastTeamID;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
|
||||
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
@@ -1456,9 +1456,9 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
|
||||
SOLDIERTYPE *pSoldier = NULL, *pSoldierWhoWillQuit = NULL;
|
||||
INT32 iCounter= 0, iNumberOnTeam = 0;
|
||||
// WDS - make number of mercenaries, etc. be configurable
|
||||
UINT8 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
UINT16 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
|
||||
gfFirstMercSayQuote = FALSE;
|
||||
|
||||
@@ -1538,7 +1538,7 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
|
||||
// OK, pick one....
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
|
||||
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
|
||||
HandleImportantMercQuote( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], QUOTE_CONTRACTS_OVER );
|
||||
|
||||
@@ -68,8 +68,8 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void );
|
||||
void BeginContractRenewalSequence( );
|
||||
void HandleContractRenewalSequence( );
|
||||
void EndCurrentContractRenewal( );
|
||||
void HandleMercIsWillingToRenew( UINT8 ubID );
|
||||
void HandleMercIsNotWillingToRenew( UINT8 ubID );
|
||||
void HandleMercIsWillingToRenew( UINT16 ubID );
|
||||
void HandleMercIsNotWillingToRenew( UINT16 ubID );
|
||||
|
||||
BOOLEAN ContractIsExpiring( SOLDIERTYPE *pSoldier );
|
||||
UINT32 GetHourWhenContractDone( SOLDIERTYPE *pSoldier );
|
||||
|
||||
@@ -1728,7 +1728,7 @@ void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - merc records - times retreated counter
|
||||
for( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
|
||||
for( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
|
||||
{
|
||||
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE )
|
||||
{
|
||||
|
||||
@@ -600,7 +600,7 @@ UINT8 NumFreeSlots( UINT8 ubTeam )
|
||||
return ubNumFreeSlots;
|
||||
}
|
||||
|
||||
|
||||
#pragma optimize("",off)
|
||||
//Called when entering a sector so the campaign AI can automatically insert the
|
||||
//correct number of troops of each type based on the current number in the sector
|
||||
//in global focus (gWorldSectorX/Y)
|
||||
@@ -1152,7 +1152,7 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
|
||||
Assert( FALSE );
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#pragma optimize("",on)
|
||||
//The queen AI layer must process the event by subtracting forces, etc.
|
||||
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
|
||||
@@ -2997,9 +2997,9 @@ void DestroyQuestDebugTextInputBoxes()
|
||||
|
||||
void AddNPCToGridNo( INT32 iGridNo )
|
||||
{
|
||||
SOLDIERCREATE_STRUCT MercCreateStruct;
|
||||
INT16 sSectorX, sSectorY;
|
||||
UINT8 ubID;
|
||||
SOLDIERCREATE_STRUCT MercCreateStruct;
|
||||
INT16 sSectorX, sSectorY;
|
||||
UINT16 ubID;
|
||||
|
||||
GetCurrentWorldSector( &sSectorX, &sSectorY );
|
||||
MercCreateStruct.bTeam = CIV_TEAM;
|
||||
@@ -3670,10 +3670,7 @@ void IncrementActiveDropDownBox( INT16 sIncrementValue )
|
||||
|
||||
INT16 IsMercInTheSector( UINT16 usMercID )
|
||||
{
|
||||
if( usMercID == -1 )
|
||||
return( FALSE );
|
||||
|
||||
UINT8 cnt;
|
||||
UINT16 cnt;
|
||||
for ( cnt=0; cnt < TOTAL_SOLDIERS; cnt++ )
|
||||
{
|
||||
//if the merc is active
|
||||
|
||||
+10
-10
@@ -186,7 +186,7 @@ BOOLEAN CheckNPCWithin( UINT8 ubFirstNPC, UINT8 ubSecondNPC, UINT8 ubMaxDistance
|
||||
return( PythSpacesAway( pFirstNPC->sGridNo, pSecondNPC->sGridNo ) <= ubMaxDistance );
|
||||
}
|
||||
|
||||
BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy )
|
||||
BOOLEAN CheckGuyVisible( UINT16 ubNPC, UINT16 ubGuy )
|
||||
{
|
||||
// NB ONLY WORKS IF ON DIFFERENT TEAMS
|
||||
SOLDIERTYPE * pNPC, * pGuy;
|
||||
@@ -304,12 +304,12 @@ UINT32 NumWoundedMercsNearby( UINT8 ubProfileID )
|
||||
return( bNumber );
|
||||
}
|
||||
|
||||
INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
|
||||
UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
|
||||
{
|
||||
INT8 bNumber = 0;
|
||||
UINT32 uiLoop;
|
||||
SOLDIERTYPE * pNPC;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT16 bNumber = 0;
|
||||
UINT32 uiLoop;
|
||||
SOLDIERTYPE *pNPC;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
INT32 sGridNo;
|
||||
|
||||
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
|
||||
@@ -399,7 +399,7 @@ BOOLEAN PCInSameRoom( UINT8 ubProfileID )
|
||||
//DBrot: More Rooms
|
||||
//UINT8 ubRoom;
|
||||
UINT16 usRoom;
|
||||
INT8 bLoop;
|
||||
UINT16 bLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
|
||||
@@ -541,8 +541,8 @@ BOOLEAN FemalePresent( UINT8 ubProfileID )
|
||||
|
||||
BOOLEAN CheckPlayerHasHead( void )
|
||||
{
|
||||
INT8 bLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT16 bLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
|
||||
{
|
||||
@@ -1725,7 +1725,7 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTBLUE, MSG_TESTVERSION, L"QUEST COMPLETED - Adding to merc records and awarding experiences (%d).", (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests) );
|
||||
|
||||
for ( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
|
||||
for ( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
|
||||
{
|
||||
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife >= CONSCIOUSNESS && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && MercPtrs[ i ]->ubProfile != NO_PROFILE &&
|
||||
MercPtrs[ i ]->sSectorX == sQuestSectorX && MercPtrs[ i ]->sSectorY == sQuestsSectorY && !MercPtrs[ i ]->flags.fBetweenSectors && MercPtrs[ i ]->bTeam == gbPlayerNum &&
|
||||
|
||||
+2
-2
@@ -728,12 +728,12 @@ extern BOOLEAN CheckNPCWounded( UINT8 ubProfileID, BOOLEAN fByPlayerOnly );
|
||||
extern BOOLEAN CheckNPCInOkayHealth( UINT8 ubProfileID );
|
||||
extern BOOLEAN CheckNPCBleeding( UINT8 ubProfileID );
|
||||
extern BOOLEAN CheckNPCWithin( UINT8 ubFirstNPC, UINT8 ubSecondNPC, UINT8 ubMaxDistance );
|
||||
extern BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy );
|
||||
extern BOOLEAN CheckGuyVisible( UINT16 ubNPC, UINT16 ubGuy );
|
||||
extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
|
||||
extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
|
||||
extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
|
||||
extern UINT32 NumWoundedMercsNearby( UINT8 ubProfileID );
|
||||
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
|
||||
extern UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
|
||||
extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
|
||||
//DBrot: More Rooms
|
||||
//extern BOOLEAN NPCInRoom( UINT8 ubProfileID, UINT8 ubRoomID );
|
||||
|
||||
@@ -657,7 +657,7 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
|
||||
|
||||
BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
|
||||
{
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
SOLDIERTYPE * pSoldier; // NB this is the person already in the location,
|
||||
INT32 sNewGridNo;
|
||||
UINT8 ubDir;
|
||||
|
||||
@@ -63,7 +63,7 @@ public:
|
||||
UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
|
||||
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
|
||||
UINT8 ubScheduleID;
|
||||
UINT8 ubSoldierID;
|
||||
UINT16 ubSoldierID;
|
||||
UINT16 usFlags;
|
||||
public:
|
||||
SCHEDULENODE& operator=(const _OLD_SCHEDULENODE& src);
|
||||
|
||||
@@ -55,7 +55,7 @@ UINT32 guiPabloExtraDaysBribed = 0;
|
||||
|
||||
UINT8 gubCambriaMedicalObjects;
|
||||
|
||||
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
|
||||
extern UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
|
||||
|
||||
extern SECTOR_EXT_DATA SectorExternalData[256][4];
|
||||
|
||||
|
||||
@@ -189,7 +189,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
|
||||
void MercDailyUpdate()
|
||||
{
|
||||
INT32 cnt;
|
||||
INT8 bLastTeamID;
|
||||
UINT16 bLastTeamID;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
//SOLDIERTYPE *pQuitList[ 21 ];
|
||||
MERCPROFILESTRUCT *pProfile;
|
||||
@@ -725,7 +725,7 @@ void HandleMercsAboutToLeave( SOLDIERTYPE *pMercList )
|
||||
|
||||
// ATE: This function deals with MERC MERC and NPC's leaving because of not getting paid...
|
||||
// NOT AIM renewals....
|
||||
void MercsContractIsFinished( UINT8 ubID )
|
||||
void MercsContractIsFinished( UINT16 ubID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
@@ -779,7 +779,7 @@ void MercsContractIsFinished( UINT8 ubID )
|
||||
}
|
||||
|
||||
// ATE: Called for RPCs who should now complain about no pay...
|
||||
void RPCWhineAboutNoPay( UINT8 ubID )
|
||||
void RPCWhineAboutNoPay( UINT16 ubID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
@@ -908,17 +908,14 @@ void MercComplainAboutEquipment( UINT8 ubProfile )
|
||||
|
||||
void UpdateBuddyAndHatedCounters( void )
|
||||
{
|
||||
INT8 bMercID;
|
||||
INT32 iLoop;
|
||||
INT8 bOtherID;
|
||||
INT8 bLastTeamID;
|
||||
UINT8 ubOtherProfileID;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
SOLDIERTYPE *pOtherSoldier;
|
||||
MERCPROFILESTRUCT *pProfile;
|
||||
BOOLEAN fSameGroupOnly;
|
||||
|
||||
BOOLEAN fUpdatedTimeTillNextHatedComplaint = FALSE;
|
||||
UINT16 bMercID, bOtherID, bLastTeamID;
|
||||
INT32 iLoop;
|
||||
UINT8 ubOtherProfileID;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
SOLDIERTYPE *pOtherSoldier;
|
||||
MERCPROFILESTRUCT *pProfile;
|
||||
BOOLEAN fSameGroupOnly;
|
||||
BOOLEAN fUpdatedTimeTillNextHatedComplaint = FALSE;
|
||||
|
||||
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
||||
@@ -1259,7 +1256,7 @@ void UpdateBuddyAndHatedCounters( void )
|
||||
|
||||
void HourlyCamouflageUpdate( void )
|
||||
{
|
||||
INT8 bMercID, bLastTeamID;
|
||||
UINT16 bMercID, bLastTeamID;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
BOOLEAN camoWoreOff = FALSE;
|
||||
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
@@ -6,8 +6,8 @@ class SOLDIERTYPE;
|
||||
|
||||
void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier );
|
||||
void MercDailyUpdate();
|
||||
void MercsContractIsFinished( UINT8 ubID );
|
||||
void RPCWhineAboutNoPay( UINT8 ubID );
|
||||
void MercsContractIsFinished( UINT16 ubID );
|
||||
void RPCWhineAboutNoPay( UINT16 ubID );
|
||||
void MercComplainAboutEquipment( UINT8 ubProfileID );
|
||||
BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier );
|
||||
void UpdateBuddyAndHatedCounters( void );
|
||||
|
||||
@@ -136,7 +136,7 @@ UINT8 gubMonsterMineInfestation[]={
|
||||
// the static NPC dialogue faces
|
||||
//extern UINT32 uiExternalStaticNPCFaces[];
|
||||
extern FACETYPE *gpCurrentTalkingFace;
|
||||
extern UINT8 gubCurrentTalkingID;
|
||||
extern UINT16 gubCurrentTalkingID;
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -4366,7 +4366,7 @@ BOOLEAN LoadPlayerGroupList( HWFILE hFile, GROUP **pGroup )
|
||||
|
||||
//Should never happen
|
||||
Assert( sTempID != -1 );
|
||||
pTemp->ubID = (UINT8) sTempID;
|
||||
pTemp->ubID = (UINT16) sTempID;
|
||||
|
||||
pTemp->pSoldier = &Menptr[ pTemp->ubID ];
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ typedef struct WAYPOINT
|
||||
typedef struct PLAYERGROUP
|
||||
{
|
||||
UINT8 ubProfileID; //SAVE THIS VALUE ONLY. The others are temp (for quick access)
|
||||
UINT8 ubID; //index in the Menptr array
|
||||
UINT16 ubID; //index in the Menptr array
|
||||
SOLDIERTYPE *pSoldier; //direct access to the soldier pointer
|
||||
UINT8 bFlags; //flags referring to individual player soldiers
|
||||
struct PLAYERGROUP *next; //next player in list
|
||||
|
||||
@@ -2133,9 +2133,9 @@ BOOLEAN DidFirstBattleTakePlaceInThisTown( INT8 bTownId )
|
||||
|
||||
UINT32 PlayerStrength( void )
|
||||
{
|
||||
UINT8 ubLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT32 uiStrength, uiTotal = 0;
|
||||
UINT16 ubLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT32 uiStrength, uiTotal = 0;
|
||||
|
||||
for ( ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++ )
|
||||
{
|
||||
@@ -2155,9 +2155,9 @@ UINT32 PlayerStrength( void )
|
||||
|
||||
UINT32 EnemyStrength( void )
|
||||
{
|
||||
UINT8 ubLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT32 uiStrength, uiTotal = 0;
|
||||
UINT16 ubLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
UINT32 uiStrength, uiTotal = 0;
|
||||
|
||||
for ( ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
|
||||
{
|
||||
|
||||
@@ -175,67 +175,67 @@
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditorD|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditorD|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditor|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditor|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release_WithDebugInfo|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release_WithDebugInfo|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>false</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup />
|
||||
</Project>
|
||||
+38
-34
@@ -502,7 +502,7 @@ BOOLEAN gfMapPanelWasRedrawn = FALSE;
|
||||
UINT8 gubMAP_HandInvDispText[ NUM_INV_SLOTS ];
|
||||
|
||||
// currently selected character's list index
|
||||
INT8 bSelectedInfoChar = -1;
|
||||
INT16 bSelectedInfoChar = -1;
|
||||
|
||||
// map sort button images
|
||||
INT32 giMapSortButtonImage[ MAX_SORT_METHODS ] = { -1, -1, -1, -1, -1, -1 };
|
||||
@@ -926,7 +926,6 @@ INT32 GetIndexForthis( SOLDIERTYPE *pSoldier );
|
||||
|
||||
void CheckForAndRenderNewMailOverlay();
|
||||
|
||||
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber );
|
||||
void CheckForInventoryModeCancellation();
|
||||
|
||||
void ChangeMapScreenMaskCursor( UINT16 usCursor );
|
||||
@@ -1905,16 +1904,14 @@ BOOLEAN InitializeInvPanelCoordsRobot()
|
||||
}
|
||||
|
||||
// the tries to select a mapscreen character by his soldier ID
|
||||
BOOLEAN SetInfoChar( UINT8 ubID )
|
||||
BOOLEAN SetInfoChar( UINT16 ubID )
|
||||
{
|
||||
INT8 bCounter;
|
||||
|
||||
for ( bCounter = 0; bCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCounter++)
|
||||
for (INT16 bCounter = 0; bCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCounter++)
|
||||
{
|
||||
// skip invalid characters
|
||||
if ( gCharactersList[ bCounter ].fValid == TRUE )
|
||||
{
|
||||
if ( gCharactersList[ bCounter ].usSolID == (UINT16)ubID )
|
||||
if ( gCharactersList[ bCounter ].usSolID == ubID )
|
||||
{
|
||||
ChangeSelectedInfoChar( bCounter, TRUE );
|
||||
return( TRUE );
|
||||
@@ -3985,7 +3982,7 @@ void AddCharacter( SOLDIERTYPE *pCharacter )
|
||||
}
|
||||
|
||||
// copy over soldier id value
|
||||
gCharactersList[usCount].usSolID = ( UINT16 )pCharacter->ubID;
|
||||
gCharactersList[usCount].usSolID = pCharacter->ubID;
|
||||
|
||||
// valid character
|
||||
gCharactersList[usCount].fValid = TRUE;
|
||||
@@ -5338,9 +5335,19 @@ UINT32 MapScreenHandle(void)
|
||||
CreateMouseRegionForPauseOfClock( INTERFACE_CLOCK_X, INTERFACE_CLOCK_Y );
|
||||
|
||||
// WANNE: The number of merc we can display in the list, depends on the resolution
|
||||
if (iResolution >= _640x480 && iResolution < _800x600)
|
||||
if (isWidescreenUI())
|
||||
{
|
||||
maxNumberOfMercVisibleInStrategyList = 22;
|
||||
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 57)
|
||||
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
|
||||
else
|
||||
maxNumberOfMercVisibleInStrategyList = 57;
|
||||
}
|
||||
else if (iResolution >= _1024x768)
|
||||
{
|
||||
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 51)
|
||||
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
|
||||
else
|
||||
maxNumberOfMercVisibleInStrategyList = 51;
|
||||
}
|
||||
else if (iResolution < _1024x768)
|
||||
{
|
||||
@@ -5348,10 +5355,7 @@ UINT32 MapScreenHandle(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 51)
|
||||
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
|
||||
else
|
||||
maxNumberOfMercVisibleInStrategyList = 51;
|
||||
maxNumberOfMercVisibleInStrategyList = 22;
|
||||
}
|
||||
|
||||
// create mouse regions
|
||||
@@ -7629,9 +7633,9 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if( gCharactersList[ giHighLine ].fValid == TRUE )
|
||||
{
|
||||
bSelectedAssignChar = ( INT8 )giHighLine;
|
||||
bSelectedAssignChar = ( INT16 )giHighLine;
|
||||
RebuildAssignmentsBox( );
|
||||
ChangeSelectedInfoChar( ( INT8 ) giHighLine, FALSE );
|
||||
ChangeSelectedInfoChar( ( INT16 ) giHighLine, FALSE );
|
||||
fShowAssignmentMenu = TRUE;
|
||||
}
|
||||
}
|
||||
@@ -7639,7 +7643,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if( gCharactersList[ bSelectedInfoChar ].fValid == TRUE )
|
||||
{
|
||||
bSelectedAssignChar = ( INT8 )bSelectedInfoChar;
|
||||
bSelectedAssignChar = bSelectedInfoChar;
|
||||
RebuildAssignmentsBox( );
|
||||
fShowAssignmentMenu = TRUE;
|
||||
}
|
||||
@@ -11482,7 +11486,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
return;
|
||||
}
|
||||
|
||||
bSelectedAssignChar = ( INT8 ) iValue + FIRSTmercTOdisplay;
|
||||
bSelectedAssignChar = ( INT16 ) iValue + FIRSTmercTOdisplay;
|
||||
RebuildAssignmentsBox( );
|
||||
|
||||
// reset dest character
|
||||
@@ -11740,7 +11744,7 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
|
||||
|
||||
// select this character as the one plotting strategic movement
|
||||
SetSelectedDestChar( (INT8)iValue + FIRSTmercTOdisplay );
|
||||
SetSelectedDestChar( (INT16)iValue + FIRSTmercTOdisplay );
|
||||
|
||||
// remember the current paths for all selected characters so we can restore them if need be
|
||||
RememberPreviousPathForAllSelectedChars();
|
||||
@@ -12793,7 +12797,7 @@ void ReBuildCharactersList( void )
|
||||
|
||||
void HandleChangeOfInfoChar( void )
|
||||
{
|
||||
static INT8 bOldInfoChar = -1;
|
||||
static INT16 bOldInfoChar = -1;
|
||||
|
||||
if( bSelectedInfoChar != bOldInfoChar )
|
||||
{
|
||||
@@ -12849,7 +12853,7 @@ void TestMessageSystem( void )
|
||||
void EnableDisableTeamListRegionsAndHelpText( void )
|
||||
{
|
||||
// check if valid character here, if so, then do nothing..other wise set help text timer to a gazillion
|
||||
INT8 bCharNum;
|
||||
INT16 bCharNum;
|
||||
|
||||
|
||||
for( bCharNum = 0; bCharNum < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCharNum++ )
|
||||
@@ -13004,10 +13008,10 @@ void UpdatePausedStatesDueToTimeCompression( void )
|
||||
BOOLEAN ContinueDialogue(SOLDIERTYPE *pSoldier, BOOLEAN fDone )
|
||||
{
|
||||
// continue this grunts dialogue, restore when done
|
||||
static INT8 bOldSelectedInfoChar = -1;
|
||||
static INT16 bOldSelectedInfoChar = -1;
|
||||
static BOOLEAN fTalkingingGuy = FALSE;
|
||||
|
||||
INT8 bCounter = 0;
|
||||
UINT16 bCounter = 0;
|
||||
|
||||
|
||||
|
||||
@@ -13665,9 +13669,9 @@ void UpdateStatusOfMapSortButtons( void )
|
||||
|
||||
|
||||
|
||||
INT8 GetLastValidCharacterInTeamPanelList( void )
|
||||
INT16 GetLastValidCharacterInTeamPanelList( void )
|
||||
{
|
||||
INT8 iCounter = 0, iValue = 0;
|
||||
INT16 iCounter = 0, iValue = 0;
|
||||
|
||||
// run through the list and find the last valid guy in the list
|
||||
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
||||
@@ -14543,7 +14547,7 @@ void SortListOfMercsInTeamPanel( BOOLEAN fRetainSelectedMercs, BOOLEAN fReverse
|
||||
INT32 iCounter = 0, iCounterA = 0;
|
||||
INT16 sEndSectorA, sEndSectorB;
|
||||
INT32 iExpiryTime, iExpiryTimeA;
|
||||
UINT8 uiID, uiIDA;
|
||||
UINT16 uiID, uiIDA;
|
||||
SOLDIERTYPE *pSelectedSoldier[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
SOLDIERTYPE *pCurrentSoldier = NULL;
|
||||
SOLDIERTYPE *pPreviousSelectedInfoChar = NULL;
|
||||
@@ -15093,7 +15097,7 @@ BOOLEAN CanToggleSelectedCharInventory( void )
|
||||
|
||||
|
||||
|
||||
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber )
|
||||
BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
|
||||
@@ -15606,7 +15610,7 @@ INT32 GetContractExpiryTime( SOLDIERTYPE *pSoldier )
|
||||
|
||||
|
||||
|
||||
void ChangeSelectedInfoChar( INT8 bCharNumber, BOOLEAN fResetSelectedList )
|
||||
void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList )
|
||||
{
|
||||
Assert( ( bCharNumber >= -1 ) && ( bCharNumber < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
|
||||
|
||||
@@ -16177,10 +16181,10 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
INT32 iCounter;
|
||||
// WDS - make number of mercenaries, etc. be configurable
|
||||
UINT8 ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT8 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
UINT16 ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT16 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
|
||||
|
||||
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
||||
@@ -16193,7 +16197,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
|
||||
!AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) && !pSoldier->flags.fMercAsleep )
|
||||
{
|
||||
ubSelectedMercID[ ubNumMercs ] = pSoldier->ubID;
|
||||
ubSelectedMercIndex[ ubNumMercs ] = (UINT8)iCounter;
|
||||
ubSelectedMercIndex[ ubNumMercs ] = (UINT16)iCounter;
|
||||
|
||||
ubNumMercs++;
|
||||
}
|
||||
@@ -16202,7 +16206,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
|
||||
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
|
||||
// select that merc so that when he speaks we're showing his portrait and not someone else
|
||||
ChangeSelectedInfoChar( ubSelectedMercIndex[ ubChosenMerc ], FALSE );
|
||||
|
||||
@@ -135,7 +135,7 @@ extern BOOLEAN gfInChangeArrivalSectorMode;
|
||||
extern BOOLEAN gfSkyriderEmptyHelpGiven;
|
||||
|
||||
|
||||
BOOLEAN SetInfoChar(UINT8 ubSolId);
|
||||
BOOLEAN SetInfoChar(UINT16 ubID);
|
||||
void EndMapScreen( BOOLEAN fDuringFade );
|
||||
void ReBuildCharactersList( void );
|
||||
|
||||
@@ -152,7 +152,7 @@ BOOLEAN CanExtendContractForCharSlot( INT8 bCharNumber );
|
||||
|
||||
void TellPlayerWhyHeCantCompressTime( void );
|
||||
|
||||
void ChangeSelectedInfoChar( INT8 bCharNumber, BOOLEAN fResetSelectedList );
|
||||
void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList );
|
||||
|
||||
void MAPEndItemPointer();
|
||||
|
||||
@@ -169,7 +169,7 @@ void ExplainWhySkyriderCantFly( void );
|
||||
BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
|
||||
BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier );
|
||||
|
||||
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber );
|
||||
BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber );
|
||||
|
||||
// CHRISL: New functions to handle initialization of inventory coordinates
|
||||
BOOLEAN InitializeInvPanelCoordsOld( );
|
||||
|
||||
@@ -2058,7 +2058,7 @@ void GetCurrentWorldSector( INT16 *psMapX, INT16 *psMapY )
|
||||
}
|
||||
|
||||
//not in overhead.h!
|
||||
extern UINT8 NumEnemyInSector( );
|
||||
extern UINT16 NumEnemyInSector( );
|
||||
|
||||
void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
||||
{
|
||||
@@ -2777,7 +2777,7 @@ void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bN
|
||||
//UINT8 ubRandomMiner[RANDOM_HEAD_MINERS] = { 106, 156, 157, 158 };
|
||||
//UINT8 ubMiner, ubMinersPlaced, ubMine;
|
||||
UINT8 ubThisMine;
|
||||
UINT8 cnt;
|
||||
UINT16 cnt;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
// are we in a mine sector, on the surface?
|
||||
@@ -4063,7 +4063,7 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
|
||||
|
||||
// Set initial selected
|
||||
// ATE: moved this towards top...
|
||||
gubPreferredInitialSelectedGuy = (UINT8)gusSelectedSoldier;
|
||||
gubPreferredInitialSelectedGuy = gusSelectedSoldier;
|
||||
|
||||
if ( ubJumpCode == JUMP_ALL_LOAD_NEW || ubJumpCode == JUMP_ALL_NO_LOAD )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user