More functions converted to SoldierID

This commit is contained in:
Asdow
2024-11-17 16:25:12 +02:00
parent 34f0b40f93
commit 274be524e6
12 changed files with 107 additions and 115 deletions
+10 -10
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@@ -913,7 +913,7 @@ BOOLEAN DeInitAnimationSystem( )
STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
{
INT8 bStructDataType;
@@ -935,26 +935,26 @@ STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16
if ( ( usAnimState == FALLFORWARD_FROMHIT_STAND || usAnimState == GENERIC_HIT_STAND ||
usAnimState == FALLFORWARD_FROMHIT_CROUCH || usAnimState == STANDING_BURST_HIT ) && !fUseAbsolute )
{
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ S_STRUCT ].pStructureFileRef );
return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ S_STRUCT ].pStructureFileRef );
}
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ bStructDataType ].pStructureFileRef );
return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ bStructDataType ].pStructureFileRef );
}
STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
STRUCTURE_FILE_REF *GetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
{
return( InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, FALSE ) );
}
STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 usSoldierID )
STRUCTURE_FILE_REF *GetDefaultStructureRef( SoldierID usSoldierID )
{
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
}
// Surface mamagement functions
BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
// Surface management functions
BOOLEAN LoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
{
AuxObjectData *pAuxData;
@@ -1075,7 +1075,7 @@ BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16
}
BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
BOOLEAN UnLoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex )
{
// Decrement usage flag, only if this soldier has it currently tagged
if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] > 0 )
@@ -1120,7 +1120,7 @@ BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
}
void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID )
void ClearAnimationSurfacesUsageHistory( SoldierID usSoldierID )
{
UINT32 cnt;
+5 -5
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@@ -688,16 +688,16 @@ extern AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRU
// Functions
BOOLEAN InitAnimationSystem( );
BOOLEAN DeInitAnimationSystem( );
BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex );
void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID );
BOOLEAN LoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
BOOLEAN UnLoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex );
void ClearAnimationSurfacesUsageHistory( SoldierID usSoldierID );
void DeleteAnimationProfiles( );
BOOLEAN LoadAnimationProfiles( );
STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 usSoldierID );
STRUCTURE_FILE_REF *GetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
STRUCTURE_FILE_REF *GetDefaultStructureRef( SoldierID usSoldierID );
// Profile data
extern ANIM_PROF *gpAnimProfiles;
+1 -1
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@@ -390,7 +390,7 @@ INT32 giSMZipperButton = -1;
BOOLEAN gfSwitchPanel = FALSE;
UINT8 gbNewPanel = SM_PANEL;
UINT16 gubNewPanelParam = 0;
SoldierID gubNewPanelParam = NOBODY;
BOOLEAN gfUIStanceDifferent = FALSE;
BOOLEAN gfAllDisabled = FALSE;
+3 -7
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@@ -661,10 +661,7 @@ void ShutdownCurrentPanel( )
void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
void SetCurrentTacticalPanelCurrentMerc( SoldierID ubID )
{
SOLDIERTYPE *pSoldier;
@@ -674,7 +671,7 @@ void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
if ( gsCurInterfacePanel == SM_PANEL )
{
// If we are not of merc bodytype, or am an epc, and going into inv, goto another....
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
if ( !IS_MERC_BODY_TYPE( pSoldier ) || AM_AN_EPC( pSoldier ) )
{
@@ -693,10 +690,9 @@ void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
SetTEAMPanelCurrentMerc( gusSelectedSoldier );
break;
}
}
void CreateCurrentTacticalPanelButtons( )
{
switch( gsCurInterfacePanel )
+4 -4
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@@ -372,9 +372,9 @@ enum
extern BOOLEAN gfSwitchPanel;
extern BOOLEAN gfUIStanceDifferent;
extern UINT8 gbNewPanel;
extern UINT16 gubNewPanelParam;
extern INT16 gsCurInterfacePanel;
extern UINT8 gbNewPanel;
extern SoldierID gubNewPanelParam;
extern INT16 gsCurInterfacePanel;
extern UINT32 guiRENDERBUFFER;
extern UINT32 guiCLOSE;
@@ -465,7 +465,7 @@ BOOLEAN DrawCTHIndicator();
void CreateCurrentTacticalPanelButtons( );
void RemoveCurrentTacticalPanelButtons( );
void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID );
void SetCurrentTacticalPanelCurrentMerc( SoldierID ubID );
void SetCurrentInterfacePanel( UINT8 ubNewPanel );
BOOLEAN IsMercPortraitVisible( UINT16 ubSoldierID );
+12 -12
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@@ -5082,7 +5082,7 @@ CHAR8 *GetSceneFilename( )
return( gzLevelFilenames[ gubCurrentScene ] );
}
extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID );
extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID );
// NB if making changes don't forget to update NewOKDestinationAndDirection
BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
@@ -5482,7 +5482,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
EXITGRID ExitGrid;
EXITGRID ExitGrid;
// Set default direction
if (pubDirection)
@@ -5551,7 +5551,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
SOLDIERTYPE *pTargetSoldier = usSoldierIndex;
sGridNo = pTargetSoldier->sGridNo;
if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
{
@@ -5874,7 +5874,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
SOLDIERTYPE *pTargetSoldier = usSoldierIndex;
sGridNo = pTargetSoldier->sGridNo;
if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
{
@@ -7307,7 +7307,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
if ( pTeamSoldier->bTeam == ENEMY_TEAM ||
(gGameExternalOptions.ubMilitiaDropEquipment == 2 && pTeamSoldier->bTeam == MILITIA_TEAM) ||
(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam != OUR_TEAM) )
(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam != OUR_TEAM) )
{
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
@@ -7328,7 +7328,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// HEADROCK HAM B2.8: Militia will drop items only if allowed.
if ( !(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pTeamSoldier->bTeam == MILITIA_TEAM) &&
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam == OUR_TEAM) )
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam == OUR_TEAM) )
{
AddItemToPool( pTeamSoldier->sGridNo, pObj, bVisible, pTeamSoldier->pathing.bLevel, usItemFlags, -1 );
}
@@ -7784,7 +7784,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Change music modes
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
{
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
@@ -7798,7 +7798,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
if (!is_networked)
ShouldBeginAutoBandage( );
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
// OJW - 20081222 - dont auto-bandage if networked
if (!is_networked)
@@ -7820,11 +7820,11 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
{
// OK, If we have just finished a battle with creatures........ play killed creature quote...
//
if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->ubBodyType == BLOODCAT ) )
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->ubBodyType == BLOODCAT ) )
{
SayBattleSoundFromAnyBodyInSector( BATTLE_SOUND_COOL1 );
}
@@ -11529,9 +11529,9 @@ void TeamRestock(UINT8 bTeam)
}
// are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID )
BOOLEAN AllowedToStealFromTeamMate( SoldierID ubID, SoldierID ubTargetID )
{
if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && MercPtrs[ubID]->bTeam == MercPtrs[ubTargetID]->bTeam && !AM_AN_EPC(MercPtrs[ubTargetID]) && !IsVehicle(MercPtrs[ubTargetID]) )
if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && ubID->bTeam == ubTargetID->bTeam && !AM_AN_EPC(ubTargetID) && !IsVehicle(ubTargetID) )
return TRUE;
return FALSE;
+1 -1
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@@ -369,7 +369,7 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
void TeamRestock(UINT8 bTeam);
// are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID );
BOOLEAN AllowedToStealFromTeamMate( SoldierID ubID, SoldierID ubTargetID );
// Flugente: is an soldier profile already used?
BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr);
+1 -1
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@@ -7672,7 +7672,7 @@ void CommunicateWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoi
void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
{
INT8 bPoint;
INT8 bPoint;
bPoint = FindWatchedLoc( ubID, sGridNo, bLevel );
if (bPoint == -1)