Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+1 -1
View File
@@ -653,7 +653,7 @@ void RenderMovingGroupsAndMercs()
void RenderInfoInSector()
{
UINT8 ubSectorX, ubSectorY;
UINT8 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
UINT16 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
INT32 i, xp, yp;
if( gfViewEnemies && !gbViewLevel )
+9 -10
View File
@@ -1225,7 +1225,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
}
// now the other merc's stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -1289,7 +1289,6 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
{
INT8 bPocket;
UINT8 ubItemsInPocket, ubObjectInPocketCounter;
INT8 bLoop;
OBJECTTYPE * pObj;
UINT8 ubPassType;
@@ -1340,7 +1339,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
if ( bHighestPass != - 1 )
{
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
for( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
@@ -2052,7 +2051,7 @@ INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilit
AssertNotNIL(pSoldier);
for ( UINT8 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
for ( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
@@ -5477,7 +5476,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// first our own stuff
CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
// then other mercs' stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -5522,7 +5521,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
@@ -9501,7 +9500,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
if ( gGameOptions.fNewTraitSystem )
{
SOLDIERTYPE * pMedic = NULL;
UINT8 cnt;
UINT16 cnt;
UINT16 bRegenerationBonus = 0;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
@@ -13814,7 +13813,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT8 cnt;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
@@ -14096,7 +14095,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT8 cnt;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
@@ -19505,7 +19504,7 @@ void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
{
UINT8 ubPassType;
INT8 bLoop;
UINT16 bLoop;
SOLDIERTYPE * pOtherSoldier;
SOLDIERTYPE * pBestOtherSoldier;
INT8 bPriority, bBestPriority = -1;
+4 -4
View File
@@ -2853,7 +2853,7 @@ void RetreatButtonCallback( GUI_BUTTON *btn, INT32 reason )
if( gpAR->pRobotCell )
{
//if robot is retreating, set the retreat time to be the same as the robot's controller.
UINT8 ubRobotControllerID;
UINT16 ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
@@ -3027,7 +3027,7 @@ void MercCellMouseClickCallback( MOUSE_REGION *reg, INT32 reason )
if( gpAR->pRobotCell )
{ //if controller is retreating, make the robot retreat too.
UINT8 ubRobotControllerID;
UINT16 ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
@@ -3751,7 +3751,7 @@ UINT8 GetUnusedMercProfileID()
BOOLEAN fUnique = FALSE;
while( !fUnique )
{
ubRandom = (UINT8)PreRandom( 40 );
ubRandom = (UINT8)PreRandom(CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS);
for( i = 0; i < 19; i++ )
{
fUnique = TRUE;
@@ -3769,7 +3769,7 @@ void CreateTempPlayerMerc()
{
SOLDIERCREATE_STRUCT MercCreateStruct;
static INT32 iSoldierCount=0;
UINT8 ubID;
UINT16 ubID;
//Init the merc create structure with basic information
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
+2 -2
View File
@@ -240,7 +240,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
//If a merc gets hired and they dont show up immediately, the merc gets added to the queue and shows up
// uiTimeTillMercArrives minutes later
case EVENT_DELAYED_HIRING_OF_MERC:
MercArrivesCallback( (UINT8) pEvent->uiParam );
MercArrivesCallback( (UINT16) pEvent->uiParam );
break;
//handles the life insurance contract for a merc from AIM.
case EVENT_HANDLE_INSURED_MERCS:
@@ -248,7 +248,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
break;
//handles when a merc is killed an there is a life insurance payout
case EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC:
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT8) pEvent->uiParam );
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT16) pEvent->uiParam );
break;
//gets called every day at midnight.
case EVENT_MERC_DAILY_UPDATE:
+58 -68
View File
@@ -908,7 +908,7 @@ UINT16 PROFILLUA_sSectorX;
UINT16 PROFILLUA_sSectorY;
UINT8 PROFILLUA_bSectorZ;
UINT8 PROFILLUA_Level;
UINT8 PROFILLUA_ubID;
UINT16 PROFILLUA_ubID;
UINT32 PROFILLUA_sGridNo;
UINT8 PROFILLUA_ubDirectiono;
UINT8 PROFILLUA_bTeam;
@@ -918,7 +918,7 @@ UINT16 PROFILLUA2_sSectorX;
UINT16 PROFILLUA2_sSectorY;
UINT8 PROFILLUA2_bSectorZ;
UINT32 PROFILLUA2_sGridNo;
UINT8 PROFILLUA2_ubID;
UINT16 PROFILLUA2_ubID;
LUA_GLOBAL gLuaGlobal[1000];
@@ -2354,7 +2354,7 @@ static int l_WhoIsThere2 (lua_State *L)
{
UINT32 sGridNo = lua_tointeger(L,1);
INT8 bLevel = lua_tointeger(L,2);
UINT8 Val = WhoIsThere2( sGridNo, bLevel );
UINT16 Val = WhoIsThere2( sGridNo, bLevel );
lua_pushinteger(L, Val);
}
@@ -2698,8 +2698,9 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
LuaFunction( _LS.L, "HandleSectorLiberation" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<bool>( fFirstTime ).Call( 4 );
}
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 )
{
const char* filename = "scripts\\Overhead.lua";
@@ -2918,7 +2919,7 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
{
UINT8 ubLoop, ubLoopLimit;
UINT16 ubLoop, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = MAX_NUM_SOLDIERS;
@@ -2935,7 +2936,7 @@ SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
SOLDIERTYPE * FindSoldierByProfileID2( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
{
UINT8 cnt2, ubLoopLimit;
UINT16 cnt2, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = gTacticalStatus.Team[CIV_TEAM].bLastID;
@@ -4730,7 +4731,7 @@ static int l_NumMercsNear(lua_State *L)
{
UINT8 ubProfileID = lua_tointeger(L,1);
UINT8 ubMaxDist = lua_tointeger(L,2);
UINT8 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
UINT16 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
lua_pushinteger(L, ID2);
}
@@ -5799,7 +5800,7 @@ static int l_SetOffPanicBombs (lua_State *L)
{
if ( lua_gettop(L) >= 2 )
{
UINT8 ubID = lua_tointeger(L,1);
UINT16 ubID = lua_tointeger(L,1);
INT8 bPanicTrigger = lua_tointeger(L,2);
SetOffPanicBombs( ubID, bPanicTrigger );
}
@@ -5852,7 +5853,7 @@ static int l_MakeNoise(lua_State *L)
if ( lua_gettop(L) >= 6 )
{
UINT8 ubNoiseMaker = lua_tointeger(L,1);
UINT16 ubNoiseMaker = lua_tointeger(L,1);
INT32 sGridNo = lua_tointeger(L,2);
INT8 bLevel = lua_tointeger(L,3);
UINT8 ubTerrType = lua_tointeger(L,4);
@@ -5995,7 +5996,7 @@ return 0;
static int l_ActionInProgress(lua_State *L)
{
UINT8 cnt2;
UINT16 cnt2;
SOLDIERTYPE * pSoldier;
if (lua_gettop(L) >= 2)
@@ -6357,7 +6358,7 @@ static int l_ActivateSwitchInGridNo(lua_State *L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubID = lua_tointeger(L, 1);
UINT16 ubID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
if (!TileIsOutOfBounds(sGridNo) && ubID < TOTAL_SOLDIERS)
@@ -7128,7 +7129,7 @@ static int l_ACTION_ITEM_SEX (lua_State *L)
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
UINT8 ubID;
UINT16 ubID;
OBJECTTYPE DoorCloser;
INT16 sTeleportSpot;
INT16 sDoorSpot;
@@ -7579,7 +7580,7 @@ static int l_EVENT_InitNewSoldierAnim (lua_State *L)
{
if ( lua_gettop(L) >= 3 )
{
UINT8 ubTargetNPC = lua_tointeger(L,1);
UINT16 ubTargetNPC = lua_tointeger(L,1);
//if (i == 2 ) BodyType = lua_tointeger(L,i);
UINT32 ANIM = lua_tointeger(L,2);
INT32 cnt = lua_tointeger(L,3);
@@ -7636,13 +7637,13 @@ static int l_SetEnterCombatMode (lua_State *L)
if ( lua_gettop(L) >= 2 )
{
UINT16 group = lua_tointeger(L,1);
UINT8 ubID = lua_tointeger(L,2);
UINT16 ubID = lua_tointeger(L,2);
if ( ubID == NOBODY )
return 0;
SOLDIERTYPE* pGoon = NULL;
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++ )
{
pGoon = MercPtrs[ ubLoop ];
if ( pGoon->ubCivilianGroup == group && pGoon->bActive && pGoon->bInSector && pGoon->stats.bLife >= OKLIFE && pGoon->aiData.bOppList[ ubID ] == SEEN_CURRENTLY )
@@ -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 ) );
+5 -4
View File
@@ -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 );
+1 -1
View File
@@ -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;
+5 -5
View File
@@ -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;
+5 -5
View File
@@ -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;
+84 -50
View File
@@ -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;
+2 -2
View File
@@ -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
+9 -9
View File
@@ -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 );
+2 -2
View File
@@ -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 );
+1 -1
View File
@@ -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 )
{
+2 -2
View File
@@ -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 )
{
+4 -7
View File
@@ -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
View File
@@ -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
View File
@@ -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 );
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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];
+12 -15
View File
@@ -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;
+2 -2
View File
@@ -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 );
+1 -1
View File
@@ -136,7 +136,7 @@ UINT8 gubMonsterMineInfestation[]={
// the static NPC dialogue faces
//extern UINT32 uiExternalStaticNPCFaces[];
extern FACETYPE *gpCurrentTalkingFace;
extern UINT8 gubCurrentTalkingID;
extern UINT16 gubCurrentTalkingID;
+1 -1
View File
@@ -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 ];
+1 -1
View File
@@ -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
+6 -6
View File
@@ -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++ )
{
+10 -10
View File
@@ -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">
+4
View File
@@ -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
View File
@@ -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 );
+3 -3
View File
@@ -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( );
+3 -3
View File
@@ -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 )
{