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
+12 -12
View File
@@ -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;