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
+25 -25
View File
@@ -176,7 +176,7 @@ UINT8 gubNumStopTimeQuotes = 2;
#define INITIAL_Q_SIZE 10
HQUEUE ghDialogueQ = NULL;
FACETYPE *gpCurrentTalkingFace = NULL;
UINT8 gubCurrentTalkingID = NO_PROFILE;
UINT16 gubCurrentTalkingID = NO_PROFILE;
INT8 gbUIHandlerID;
INT32 giNPCReferenceCount = 0;
@@ -763,7 +763,7 @@ void HandleDialogue( )
{
SOLDIERTYPE * pMike;
INT32 sPlayerGridNo;
UINT8 ubPlayerID;
UINT16 ubPlayerID;
pMike = FindSoldierByProfileID( MIKE, FALSE );
if ( pMike )
@@ -949,11 +949,11 @@ void HandleDialogue( )
}
else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_CONTRACT_WANTS_TO_RENEW )
{
HandleMercIsWillingToRenew( (UINT8)QItem->uiSpecialEventData );
HandleMercIsWillingToRenew( (UINT16)QItem->uiSpecialEventData );
}
else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_CONTRACT_NOGO_TO_RENEW )
{
HandleMercIsNotWillingToRenew( (UINT8)QItem->uiSpecialEventData );
HandleMercIsNotWillingToRenew( (UINT16)QItem->uiSpecialEventData );
}
else
{
@@ -2061,7 +2061,7 @@ BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag,
}
extern INT8 gbSelectedArmsDealerID;
extern UINT8 gusIDOfCivTrader;
extern UINT16 gusIDOfCivTrader;
BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier )
{
@@ -3176,8 +3176,8 @@ void HandleDialogueEnd( FACETYPE *pFace )
SOLDIERTYPE *pSoldier = FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE );
if ( pSoldier )
{
UINT8 ubSeenEnemies[ MAX_NUM_SOLDIERS ];
UINT8 ubSeenEnemiesCnt = 0;
UINT16 ubSeenEnemies[ MAX_NUM_SOLDIERS ];
UINT16 ubSeenEnemiesCnt = 0;
switch( gTacticalStatus.ubLastQuoteSaid )
{
case QUOTE_CLOSE_CALL:
@@ -3188,7 +3188,7 @@ void HandleDialogueEnd( FACETYPE *pFace )
break;
default:
// select random enemy, who we see, who sees us and isn't deaf
for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
for(UINT16 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
{
if( MercPtrs[cnt] != NULL && MercPtrs[cnt]->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY
&& MercPtrs[pSoldier->ubID]->aiData.bOppList[cnt] == SEEN_CURRENTLY && !( MercPtrs[cnt]->bDeafenedCounter > 0 ) )
@@ -3359,9 +3359,9 @@ void RenderSubtitleBoxOverlay( VIDEO_OVERLAY *pBlitter )
void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS, 0);
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS, 0);
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -3395,7 +3395,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
#endif
}
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
ubNumMercs++;
}
}
@@ -3403,7 +3403,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
// If we are air raid, AND red exists somewhere...
if ( usQuoteNum == QUOTE_AIR_RAID )
@@ -3412,7 +3412,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
{
if ( ubMercsInSector[ cnt ] == 11 )
{
ubChosenMerc = (UINT8)cnt;
ubChosenMerc = (UINT16)cnt;
break;
}
}
@@ -3447,7 +3447,7 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
// Add guy if he's a candidate...
if( pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == bSectorZ && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
++ubNumMercs;
}
}
@@ -3481,9 +3481,9 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0 );
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0 );
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -3503,7 +3503,7 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
{
continue;
}
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
ubNumMercs++;
}
}
@@ -3511,7 +3511,7 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
if (usQuoteNum == 66)
{
@@ -3526,9 +3526,9 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
@@ -3553,7 +3553,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
continue;
}
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
++ubNumMercs;
}
}
@@ -3561,7 +3561,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
}
}