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
+27 -27
View File
@@ -632,7 +632,7 @@ STRUCTURE * CreateStructureFromDB( DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubT
extern UINT16 gusTempDragBuildSoldierID;
BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, INT16 sSoldierID = NOBODY )
BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, SoldierID sSoldierID = NOBODY )
{
// Verifies whether a structure is blocked from being added to the map at a particular point
DB_STRUCTURE * pDBStructure;
@@ -646,15 +646,15 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
BOOLEAN fIgnorePeople = (BOOLEAN)(sExclusionID == IGNORE_PEOPLE_STRUCTURE_ID);
BOOLEAN fVehicleIgnoreObstacles = (BOOLEAN)(sExclusionID == VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID);
if( gGameExternalOptions.ubCarsRammingMaxStructureArmour && sSoldierID != NOBODY && MercPtrs[ sSoldierID ]->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
if( gGameExternalOptions.ubCarsRammingMaxStructureArmour && sSoldierID != NOBODY && sSoldierID->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
{
fVehicleIgnoreObstacles = TRUE;
}
else if ( gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour && sSoldierID != NOBODY && COMBAT_JEEP( MercPtrs[sSoldierID] ) )
else if ( gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour && sSoldierID != NOBODY && COMBAT_JEEP( sSoldierID ) )
{
fVehicleIgnoreObstacles = TRUE;
}
else if ( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( MercPtrs[sSoldierID] ) )
else if ( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( sSoldierID ) )
{
fVehicleIgnoreObstacles = TRUE;
}
@@ -736,25 +736,25 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
// but not monsters and such (they can't fall down due to lack of animations)
// also make sure AI won't flatten their allies
if( !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT | SOLDIER_MONSTER ) ) &&
((!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowCarsDrivingOverPeople) ||
(ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowTanksDrivingOverPeople)) &&
( MercPtrs[ sSoldierID ]->bTeam == gbPlayerNum || MercPtrs[ sSoldierID ]->bTeam != pSoldier->bTeam ) )
((!ARMED_VEHICLE( sSoldierID ) && gGameExternalOptions.fAllowCarsDrivingOverPeople) ||
(ARMED_VEHICLE( sSoldierID ) && gGameExternalOptions.fAllowTanksDrivingOverPeople)) &&
( sSoldierID->bTeam == gbPlayerNum || sSoldierID->bTeam != pSoldier->bTeam ) )
{
pExistingStructure = pExistingStructure->pNext;
// damage people when driving on them
if( fAddingForReal )
{
if ( TANK( MercPtrs[sSoldierID] ) )
if ( TANK( sSoldierID ) )
{
pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
}
else if( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && MercPtrs[ sSoldierID ]->IsFastMovement() )
else if( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && sSoldierID->IsFastMovement() )
{
pSoldier->EVENT_SoldierGotHit( 0, Random(5), Random(100)+Random(100), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
pSoldier->EVENT_SoldierGotHit( 0, Random(5), Random(100)+Random(100), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
}
else
{
pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
}
}
continue;
@@ -770,9 +770,9 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
else
{
// only if structure is weak enough
if ( (!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubCarsRammingMaxStructureArmour) ||
(COMBAT_JEEP( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour) ||
(TANK( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubTanksRammingMaxStructureArmour) )
if ( (!ARMED_VEHICLE( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubCarsRammingMaxStructureArmour) ||
(COMBAT_JEEP( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour) ||
(TANK( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubTanksRammingMaxStructureArmour) )
{
// when not just plotting path, really destroy structure
if( fAddingForReal )
@@ -911,7 +911,7 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
{
if( MercPtrs[ pExistingStructure->usStructureID ] != NULL && MercPtrs[ pExistingStructure->usStructureID ]->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
if( MercPtrs[ sSoldierID ]->flags.fInNonintAnim == TRUE || gAnimControl[ MercPtrs[ sSoldierID ]->usAnimState ].ubEndHeight == ANIM_PRONE )
if( sSoldierID->flags.fInNonintAnim == TRUE || gAnimControl[ sSoldierID->usAnimState ].ubEndHeight == ANIM_PRONE )
{
pExistingStructure = pExistingStructure->pNext;
continue;
@@ -958,7 +958,7 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
return( TRUE );
}
BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID )
BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID )
{
UINT8 ubLoop;
INT16 sCubeOffset;
@@ -1001,7 +1001,7 @@ BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_ST
return( TRUE );
}
BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID )
BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID )
{
return( InternalOkayToAddStructureToWorld( sBaseGridNo, bLevel, pDBStructureRef, sExclusionID, fAddingForReal, sSoldierID ) );
}
@@ -1036,15 +1036,15 @@ BOOLEAN AddStructureToTile( MAP_ELEMENT * pMapElement, STRUCTURE * pStructure, U
STRUCTURE * InternalAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, LEVELNODE * pLevelNode )
{
// Adds a complete structure to the world at a location plus all other locations covered by the structure
INT32 sGridNo;
STRUCTURE ** ppStructure;
STRUCTURE * pBaseStructure;
DB_STRUCTURE * pDBStructure;
DB_STRUCTURE_TILE ** ppTile;
UINT8 ubLoop;
UINT8 ubLoop2;
INT16 sBaseTileHeight=-1;
UINT16 usStructureID;
INT32 sGridNo;
STRUCTURE **ppStructure;
STRUCTURE *pBaseStructure;
DB_STRUCTURE *pDBStructure;
DB_STRUCTURE_TILE **ppTile;
UINT8 ubLoop;
UINT8 ubLoop2;
INT16 sBaseTileHeight=-1;
UINT16 usStructureID;
CHECKF( pDBStructureRef );
CHECKF( pLevelNode );