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
+30 -29
View File
@@ -576,15 +576,15 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
// This causes an issue if someone enters a sector from an adjacent sector - they should be affected by their point of origin, not the current sector
// For this reason, we add a little helper variable that stores such a sector.
INT16 gsStrategicDiseaseOriginSector = -1;
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
#pragma optimize("", off)
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
{
SOLDIERTYPE Soldier;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fGuyAvail = FALSE;
UINT8 bLastTeamID;
UINT8 ubVehicleID = 0;
SOLDIERTYPE Soldier;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fGuyAvail = FALSE;
UINT16 bLastTeamID;
UINT8 ubVehicleID = 0;
*pubID = NOBODY;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("TacticalCreateSoldier"));
@@ -800,7 +800,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
}
// OK, set ID
Soldier.ubID = (UINT8)cnt;
Soldier.ubID = (UINT16)cnt;
*pubID = Soldier.ubID;
}
@@ -1273,6 +1273,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
return pSoldier;
}
}
#pragma optimize("", on)
BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
{
@@ -1843,9 +1844,9 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
{
if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT) )
{
UINT8 numenemies = NumEnemyInSector();
UINT16 numenemies = NumEnemyInSector();
UINT8 officertype = OFFICER_NONE;
UINT8 numofficers = HighestEnemyOfficersInSector( officertype );
UINT16 numofficers = HighestEnemyOfficersInSector( officertype );
// this guy becomes an officer if there are enough soldiers around, and we aren't already at max of officers
if ( numenemies > gGameExternalOptions.usEnemyOfficersPerTeamSize * numofficers && numofficers < gGameExternalOptions.usEnemyOfficersMax && !RebelCommand::NeutraliseRole(pSoldier) )
@@ -3083,7 +3084,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3116,7 +3117,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3150,7 +3151,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3192,7 +3193,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3232,7 +3233,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3273,7 +3274,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3314,7 +3315,7 @@ SOLDIERTYPE* TacticalCreateZombie()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3388,7 +3389,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if (gpBattleGroup &&
@@ -3429,7 +3430,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3455,7 +3456,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier = NULL;
// this needs the covert ops trait, and thus the new trait system
@@ -3504,7 +3505,7 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
return NULL;
UINT8 ubID = NOBODY;
UINT16 ubID = NOBODY;
SOLDIERTYPE* pSoldier = NULL;
SOLDIERCREATE_STRUCT MercCreateStruct;
@@ -3603,7 +3604,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
// this needs the covert ops trait, and thus the new trait system
@@ -3668,7 +3669,7 @@ SOLDIERTYPE* TacticalCreateBandit()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
UINT16 ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
@@ -3859,7 +3860,7 @@ void CreatePrisonerOfWar()
}
SOLDIERCREATE_STRUCT MercCreateStruct;
UINT8 ubID;
UINT16 ubID;
static INT8 bPowBodyType = REGMALE;
@@ -3941,7 +3942,7 @@ void CreateDownedPilot( )
while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) );
SOLDIERCREATE_STRUCT MercCreateStruct;
UINT8 ubID;
UINT16 ubID;
MercCreateStruct.initialize( );
MercCreateStruct.bTeam = CIV_TEAM;
@@ -4101,9 +4102,9 @@ void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
{
// Create guy # X
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
UINT8 ubID;
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
UINT16 ubID;
INT32 usMapPos;
if ( GetMouseXY( &sGridX, &sGridY ) )