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
+48 -48
View File
@@ -837,7 +837,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
{
UINT32 uiLoop;
UINT16 usMaxDist;
UINT8 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
UINT16 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
UINT8 ubDirection;
UINT8 ubDirsLeft;
BOOLEAN fDirChecked[8];
@@ -1385,7 +1385,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
}
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT8 *pubOpponentID)
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT16 * pubOpponentID)
{
INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
UINT32 uiLoop;
@@ -1710,7 +1710,7 @@ INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
// NOTE: skips EPCs!
UINT8 ubLoop;
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
@@ -1769,7 +1769,7 @@ INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
// used by NPCs... find the closest PC
// NOTE: skips EPCs!
UINT8 ubLoop;
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
@@ -2028,7 +2028,7 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
{
UINT8 ubTeamLoop;
UINT8 ubIDLoop;
UINT16 ubIDLoop;
SOLDIERTYPE *pOpponent;
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ++ubTeamLoop )
@@ -2181,7 +2181,7 @@ INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbin
INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier )
{
// find the distance to the closest person on the same team
UINT8 ubLoop;
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT16 sMinDist = 1000;
INT16 sDist;
@@ -3452,9 +3452,9 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
}
// Flugente: get the id of the closest soldier with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
UINT16 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
{
UINT8 id = NOBODY;
UINT16 id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
@@ -3505,9 +3505,9 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
}
// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
UINT16 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
{
UINT8 id = NOBODY;
UINT16 id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
@@ -3554,9 +3554,9 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
}
// get the id of the closest medic (closer than x tiles) of a specific team
UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
UINT16 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
{
UINT8 id = NOBODY;
UINT16 id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
@@ -3618,18 +3618,18 @@ INT16 MaxNormalVisionDistance( void )
// sevenfm: check friendly soldiers between me and noise gridno
// count only friends that are active and not stationary/onguard/sniper
UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
UINT16 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
SOLDIERTYPE * pFriend;
UINT8 ubFriendDir, ubMyDir;
UINT8 ubFriends = 0;
UINT16 ubFriends = 0;
CHECKF(pSoldier);
ubMyDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo));
// Run through each friendly.
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
{
pFriend = MercPtrs[ iCounter ];
ubFriendDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pFriend->sGridNo),CenterY(pFriend->sGridNo));
@@ -3651,17 +3651,17 @@ UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
}
// sevenfm: count nearby friend soldiers
UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
UINT16 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
{
SOLDIERTYPE * pFriend;
UINT8 ubFriendCount = 0;
UINT16 ubFriendCount = 0;
// safety check
if( !pSoldier )
return 0;
// Run through each friendly.
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
{
pFriend = MercPtrs[ iCounter ];
// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
@@ -3970,7 +3970,7 @@ BOOLEAN WeAttack(INT8 bTeam)
SOLDIERTYPE * pFriend;
// Run through each friendly.
for (UINT8 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
{
pFriend = MercPtrs[iCounter];
@@ -3994,7 +3994,7 @@ UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UIN
UINT8 ubFriendCount = 0;
// Run through each friendly.
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
{
pFriend = MercPtrs[ iCounter ];
@@ -4034,7 +4034,7 @@ UINT8 CountFriendsFlankSameSpot(SOLDIERTYPE *pSoldier, INT32 sSpot)
}
// Run through each friendly.
for (UINT8 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
{
pFriend = MercPtrs[iCounter];
@@ -4116,7 +4116,7 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
}
// Run through each friendly.
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
{
pFriend = MercPtrs[ iCounter ];
@@ -4145,17 +4145,17 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
}
// count friends under fire or with shock
UINT8 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
UINT16 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
{
SOLDIERTYPE * pFriend;
UINT8 ubFriendCount = 0;
UINT16 ubFriendCount = 0;
// safety check
if (bTeam >= MAXTEAMS)
return 0;
// Run through each friendly.
for (UINT8 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
{
pFriend = MercPtrs[iCounter];
@@ -4397,10 +4397,10 @@ BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax )
return FALSE;
}
UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
UINT16 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pFriend;
UINT8 ubFriends = 0;
UINT16 ubFriends = 0;
CHECKF( pSoldier );
@@ -4846,13 +4846,13 @@ BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThre
return FALSE;
}
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
UINT16 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
{
CHECKF(pSoldier);
UINT8 ubTeamLoop;
UINT8 ubIDLoop;
UINT8 cnt = 0;
UINT16 ubIDLoop;
UINT16 cnt = 0;
for( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
{
@@ -5677,7 +5677,7 @@ BOOLEAN DuskLight(void)
return FALSE;
}
BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
INT8 bPersonalKnowledge;
INT8 bPublicKnowledge;
@@ -5701,7 +5701,7 @@ BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return FALSE;
}
INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5716,7 +5716,7 @@ INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return PublicKnowledge(pSoldier->bTeam, ubOpponentID);
}
INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5731,7 +5731,7 @@ INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return KnownPublicLocation(pSoldier->bTeam, ubOpponentID);
}
INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5746,7 +5746,7 @@ INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return KnownPublicLevel(pSoldier->bTeam, ubOpponentID);
}
INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5756,7 +5756,7 @@ INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return pSoldier->aiData.bOppList[ubOpponentID];
}
INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5770,7 +5770,7 @@ INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return gsLastKnownOppLoc[pSoldier->ubID][ubOpponentID];
}
INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT16 ubOpponentID)
{
if (!pSoldier || ubOpponentID == NOBODY)
{
@@ -5780,7 +5780,7 @@ INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID)
return gbLastKnownOppLevel[pSoldier->ubID][ubOpponentID];
}
INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID)
INT8 PublicKnowledge(UINT8 bTeam, UINT16 ubOpponentID)
{
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
{
@@ -5790,7 +5790,7 @@ INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID)
return gbPublicOpplist[bTeam][ubOpponentID];
}
INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID)
INT32 KnownPublicLocation(UINT8 bTeam, UINT16 ubOpponentID)
{
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
{
@@ -5804,7 +5804,7 @@ INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID)
return gsPublicLastKnownOppLoc[bTeam][ubOpponentID];
}
INT8 KnownPublicLevel(UINT8 bTeam, UINT8 ubOpponentID)
INT8 KnownPublicLevel(UINT8 bTeam, UINT16 ubOpponentID)
{
if (bTeam >= MAXTEAMS || ubOpponentID == NOBODY)
{
@@ -5945,14 +5945,14 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
}
// first call PrepareThreatlist to make threat list
UINT8 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
{
CHECKF(pSoldier);
UINT32 uiLoop;
INT32 sClosestOpponent = NOWHERE;
INT32 iRange, iClosestRange;
UINT8 ubClosestOpponentID = NOBODY;
UINT16 ubClosestOpponentID = NOBODY;
// use global defined threat list
for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
@@ -5975,14 +5975,14 @@ UINT8 ClosestKnownThreatID(SOLDIERTYPE *pSoldier)
}
// first call PrepareThreatlist to make threat list
UINT8 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT8 ubMax)
{
CHECKF(pSoldier);
UINT32 uiLoop;
INT32 sClosestOpponent = NOWHERE;
INT32 iRange, iClosestRange;
UINT8 ubClosestOpponentID = NOBODY;
UINT16 ubClosestOpponentID = NOBODY;
// use global defined threat list
for (uiLoop = 0; uiLoop < guiThreatCnt; uiLoop++)
@@ -6103,7 +6103,7 @@ void PrepareThreatlist(SOLDIERTYPE *pSoldier)
}
}
UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance)
UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance)
{
CHECKF(pSoldier);
@@ -6113,7 +6113,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDista
INT32 sThreatLoc;
INT8 iThreatLevel;
UINT8 ubNum = 0;
UINT16 ubNum = 0;
// loop through all the enemies
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
@@ -6157,7 +6157,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDista
return ubNum;
}
UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
{
CHECKF(pSoldier);
@@ -6167,7 +6167,7 @@ UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier)
INT32 sThreatLoc;
INT8 iThreatLevel;
UINT8 ubNum = 0;
UINT16 ubNum = 0;
// loop through all the enemies
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)