Use SoldierID

This commit is contained in:
Asdow
2024-11-30 17:18:04 +02:00
parent 5bbbec18bb
commit 2eb16c583c
4 changed files with 57 additions and 73 deletions
+27 -39
View File
@@ -163,7 +163,7 @@ BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID );
INT8 GetNumberOfHireMercsStartingFromID( UINT8 ubStartMercID );
//INT32 CalculateInsuranceCost( SOLDIERTYPE *pSoldier, BOOLEAN fHaveInsurance );
void InsuranceContractUserTextFieldCallBack( UINT8 ubID, BOOLEAN fEntering );
INT8 CountInsurableMercs();
UINT16 CountInsurableMercs();
void DisableInsuranceContractNextPreviousbuttons();
void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate);
void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID );
@@ -943,20 +943,17 @@ void SelectInsuranceContractRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
}
}
INT8 CountInsurableMercs()
UINT16 CountInsurableMercs()
{
UINT16 cnt;
SOLDIERTYPE *pSoldier;
UINT16 bLastTeamID;
INT8 bCount=0;
UINT16 bCount = 0;
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if (MercIsInsurable(pSoldier))
if (MercIsInsurable(Soldier))
{
bCount++;
}
@@ -1094,33 +1091,29 @@ void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID )
// determines if a merc will run out of their insurance contract
void DailyUpdateOfInsuredMercs()
{
INT16 cnt;
INT16 bLastTeamID;
SOLDIERTYPE *pSoldier;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
//if the soldier is in the team array
if( pSoldier->bActive )
if( Soldier->bActive )
{
//if the merc has life insurance
if( pSoldier->usLifeInsurance )
if( Soldier->usLifeInsurance )
{
//if the merc wasn't just hired
if( (INT16)GetWorldDay() != pSoldier->iStartOfInsuranceContract )
if( (INT16)GetWorldDay() != Soldier->iStartOfInsuranceContract )
{
//if the contract has run out of time
if( GetTimeRemainingOnSoldiersInsuranceContract( pSoldier ) <= 0 )
if( GetTimeRemainingOnSoldiersInsuranceContract( Soldier ) <= 0 )
{
//if the soldier isn't dead
if( !IsMercDead( pSoldier->ubProfile ) )
if( !IsMercDead( Soldier->ubProfile ) )
{
pSoldier->usLifeInsurance = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
pSoldier->iStartOfInsuranceContract = 0;
Soldier->usLifeInsurance = 0;
Soldier->iTotalLengthOfInsuranceContract = 0;
Soldier->iStartOfInsuranceContract = 0;
}
}
}
@@ -1254,20 +1247,16 @@ void InsContractNoMercsPopupCallBack( UINT8 bExitValue )
void BuildInsuranceArray()
{
INT16 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
gsMaxPlayersOnTeam = 0;
// store profile #s of all insurable mercs in an array
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if( MercIsInsurable(pSoldier) )
if( MercIsInsurable(Soldier) )
{
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = pSoldier->ubProfile;
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = Soldier->ubProfile;
gsMaxPlayersOnTeam++;
}
}
@@ -1787,14 +1776,13 @@ INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier )
BOOLEAN AreAnyAimMercsOnTeam( )
{
SOLDIERTYPE *pSoldier = NULL;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for( int cnt = 0; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
for( ; Soldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++Soldier)
{
pSoldier = MercPtrs[cnt];
//check to see if any of the mercs are AIM mercs
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( Soldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
return TRUE;
}
+3 -3
View File
@@ -6243,7 +6243,7 @@ void PrintNumberOnTeam( void )
{
CHAR16 pString[ 32 ];
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
SoldierID cnt = 0;
INT32 iCounter=0;
UINT16 usPosX, usPosY, usFontHeight, usStrLength;
@@ -6256,9 +6256,9 @@ void PrintNumberOnTeam( void )
// grab number on team
pSoldier = MercPtrs[0];
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++, pTeamSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
{
pTeamSoldier = MercPtrs[ cnt ];
pTeamSoldier = cnt;
if( ( pTeamSoldier->bActive)&&( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) )
{
+23 -28
View File
@@ -340,13 +340,12 @@ BOOLEAN EnterMercCompareAnalyze()
// We fill two dropdowns with all mercs on our team
std::vector<std::pair<INT16, STR16> > mercvector;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id)
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( pSoldier->ubProfile, gMercProfiles[pSoldier->ubProfile].zNickname ) );
if ( id->bActive && id->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( id->ubProfile, gMercProfiles[id->ubProfile].zNickname ) );
}
DropDownTemplate<DROPDOWNNR_MERCCOMPARE1>::getInstance( ).SetEntries( mercvector );
@@ -976,17 +975,16 @@ BOOLEAN EnterMercCompareMatrix( )
// create a map of all current squads with at least 2 members
std::map<INT16, INT16> squadmap;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment < ON_DUTY )
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment < ON_DUTY )
{
if ( squadmap.find( pSoldier->bAssignment ) == squadmap.end() )
squadmap[pSoldier->bAssignment] = 1;
if ( squadmap.find( id->bAssignment ) == squadmap.end() )
squadmap[id->bAssignment] = 1;
else
++squadmap[pSoldier->bAssignment];
++squadmap[id->bAssignment];
}
}
@@ -1079,15 +1077,14 @@ void RenderMercCompareMatrix( )
// display a table with all squadmembers
std::vector<UINT8> squadvector;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment == gSquadToShow )
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment == gSquadToShow )
{
// remember squamember
squadvector.push_back( pSoldier->ubProfile );
squadvector.push_back( id->ubProfile );
}
}
@@ -1117,13 +1114,12 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it = squadvector.begin(); it != itend; ++it )
{
INT16 idA = GetSoldierIDFromMercID( (*it) );
SoldierID idA = GetSoldierIDFromMercID( (*it) );
if ( idA < 0 )
if ( idA == NOBODY )
continue;
SOLDIERTYPE* pSoldierA = MercPtrs[idA];
SOLDIERTYPE* pSoldierA = idA;
if ( !pSoldierA )
continue;
@@ -1140,9 +1136,9 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it2 = squadvector.begin( ); it2 != itend; ++it2 )
{
INT16 idB = GetSoldierIDFromMercID( (*it2) );
SoldierID idB = GetSoldierIDFromMercID( (*it2) );
if ( idB < 0 )
if ( idB == NOBODY )
continue;
if ( idA == idB )
@@ -1151,8 +1147,7 @@ void RenderMercCompareMatrix( )
continue;
}
SOLDIERTYPE* pSoldierB = MercPtrs[idB];
SOLDIERTYPE* pSoldierB = idB;
if ( !pSoldierB )
continue;
+4 -3
View File
@@ -558,10 +558,11 @@ void EnterPersonnel( void )
// Fill in the current team list
maxCurrentTeamIndex = -1;
SOLDIERTYPE *pTeamSoldier = MercPtrs[ 0 ];
for (int idx = gTacticalStatus.Team[ pTeamSoldier->bTeam ].bFirstID;
for (SoldierID idx = gTacticalStatus.Team[ pTeamSoldier->bTeam ].bFirstID;
idx <= gTacticalStatus.Team[ pTeamSoldier->bTeam ].bLastID;
++idx) {
pTeamSoldier = MercPtrs[ idx ];
++idx)
{
pTeamSoldier = idx;
// WANNE: Bugfix: Also show the roboter in ther personnel screen. This bug was introduced in revision 2498, when Many Mercenary was included.
//if ((pTeamSoldier->bActive) &&