diff --git a/Laptop/personnel.cpp b/Laptop/personnel.cpp index d7f30bee..a59c6034 100644 --- a/Laptop/personnel.cpp +++ b/Laptop/personnel.cpp @@ -4045,7 +4045,7 @@ void DisplayLowestStatValuesForCurrentTeam( void ) /*if( iId == -1 ) swprintf( sString, L"%s", pPOWStrings[1] ); else*/ - swprintf( sString, L"%s", MercPtrs[ iId ]->name ); + swprintf( sString, L"%s", MercPtrs[ iId ]->GetName() ); } else { // get name swprintf( sString, L"%s", gMercProfiles[ iDepartedId ].zNickname ); @@ -4219,7 +4219,7 @@ void DisplayHighestStatValuesForCurrentTeam( void ) swprintf( sString, L"%s", pPOWStrings[1] ); } else*/ - swprintf( sString, L"%s", MercPtrs[ iId ]->name ); + swprintf( sString, L"%s", MercPtrs[ iId ]->GetName() ); } else { diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 8f55ab6e..d1c72177 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -1906,7 +1906,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot ) if( fExplainWhyNot ) { // on the move, can't sleep - swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); } @@ -1921,7 +1921,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot ) if( fExplainWhyNot ) { // is driving, can't sleep - swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); } @@ -1966,7 +1966,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot ) { if( fExplainWhyNot ) { - swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); } @@ -1997,7 +1997,7 @@ BOOLEAN CanCharacterBeAwakened( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot ) { if ( fExplainWhyNot ) { - swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); } @@ -3011,7 +3011,7 @@ BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient ) // there are doctors here but noone can heal this guy if( ( fDoctorInSector ) && ( fDoctorCloseEnough == FALSE ) ) { - swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->name ); + swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL); return( FALSE ); } @@ -3961,12 +3961,12 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * // report it as fixed if ( pSoldier == pOwner ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->name, ItemNames[ pObj->usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->GetName(), ItemNames[ pObj->usItem ] ); } else { // NOTE: may need to be changed for localized versions - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->name, pOwner->name, ItemNames[ pObj->usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] ); } } if ( *pubRepairPtsLeft == 0 ) @@ -4125,7 +4125,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier ) { // No items left in queue: All items have been repaired if (itemsToFix.empty()) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->GetName() ); else { // The current item was a weapon/armor if ( (IsWeapon(object.item->usItem) || Item[object.item->usItem].usItemClass == IC_ARMOUR) && @@ -4134,7 +4134,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier ) { // All weapons & armor have been repaired - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->GetName() ); StopTimeCompression(); } } @@ -4219,7 +4219,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier ) // if he fixed something of his, and now has no more of his own items to fix if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->GetName() ); // let player react StopTimeCompression(); @@ -5962,7 +5962,7 @@ void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason ) { AssertLT( ubReason, NUM_ASSIGN_ABORT_REASONS ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->GetName() ); StopTimeCompression(); @@ -6336,7 +6336,7 @@ BOOLEAN AutoSleepMerc( SOLDIERTYPE *pSoldier ) } else { - // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s", pMercFellAsleepString[ 0 ], pSoldier->name ); + // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s", pMercFellAsleepString[ 0 ], pSoldier->GetName() ); } @@ -9231,26 +9231,29 @@ void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason ) switch( bCanJoinSquad ) { case CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING: - swprintf( sString, pMapErrorString[ 36 ], pSoldier->name, pLongAssignmentStrings[ iValue ] ); + if ( gGameExternalOptions.fUseXMLSquadNames ) + swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), SquadNames[ iValue ].squadname ); + else + swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] ); break; case CHARACTER_CANT_JOIN_SQUAD_VEHICLE: - swprintf( sString, pMapErrorString[ 37 ], pSoldier->name ); + swprintf( sString, pMapErrorString[ 37 ], pSoldier->GetName() ); break; case CHARACTER_CANT_JOIN_SQUAD_TOO_FAR: if ( gGameExternalOptions.fUseXMLSquadNames ) - swprintf( sString, pMapErrorString[ 20 ], pSoldier->name, SquadNames[ iValue ].squadname ); + swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), SquadNames[ iValue ].squadname ); else - swprintf( sString, pMapErrorString[ 20 ], pSoldier->name, pLongAssignmentStrings[ iValue ] ); + swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] ); break; case CHARACTER_CANT_JOIN_SQUAD_FULL: if ( gGameExternalOptions.fUseXMLSquadNames ) - swprintf( sString, pMapErrorString[ 19 ], pSoldier->name, SquadNames[ iValue ].squadname ); + swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), SquadNames[ iValue ].squadname ); else - swprintf( sString, pMapErrorString[ 19 ], pSoldier->name, pLongAssignmentStrings[ iValue ] ); + swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] ); break; default: // generic "you can't join this squad" msg - swprintf( sString, pMapErrorString[ 38 ], pSoldier->name, pLongAssignmentStrings[ iValue ] ); + swprintf( sString, pMapErrorString[ 38 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] ); break; } @@ -9793,7 +9796,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason ) { fTeamPanelDirty = TRUE; fMapScreenBottomDirty = TRUE; - swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL ); } @@ -9937,7 +9940,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason ) { fTeamPanelDirty = TRUE; fMapScreenBottomDirty = TRUE; - swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL ); } @@ -10250,7 +10253,7 @@ void PostContractMessage( SOLDIERTYPE *pCharacter, INT32 iContract ) return; // send a message stating that offer of contract extension made - //MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Offered to extend %s's contract by another %s.", pCharacter->name, pContractExtendStrings[ iContract ] ); + //MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Offered to extend %s's contract by another %s.", pCharacter->GetName(), pContractExtendStrings[ iContract ] ); return; } @@ -10262,7 +10265,7 @@ void PostTerminateMessage( SOLDIERTYPE *pCharacter ) return; // send a message stating that termination of contract done - //MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's contract has been terminated.", pCharacter->name ); + //MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's contract has been terminated.", pCharacter->GetName() ); } @@ -13994,7 +13997,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft ) if ( fSomethingWasRepairedThisPass && !DoesCharacterHaveAnyItemsToRepair( pSoldier, ubPassType ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->GetName() ); // let player react StopTimeCompression(); @@ -14030,12 +14033,12 @@ BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSold // report it as unjammed if ( pRepairSoldier == pOwnerSoldier ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] ); } else { // NOTE: may need to be changed for localized versions - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->name, pOwnerSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->GetName(), pOwnerSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] ); } fAnyGunsWereUnjammed = TRUE; @@ -14776,7 +14779,7 @@ BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier ) if( !fSufficientLeadership ) { // Report "Insufficient Leadership Skill" - swprintf(sString, New113HAMMessage[6], pSoldier->name); + swprintf(sString, New113HAMMessage[6], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return ( FALSE ); } @@ -14930,7 +14933,7 @@ BOOLEAN CanCharacterTrainMobileMilitiaWithErrorReport( SOLDIERTYPE *pSoldier ) if( !fSufficientLeadership ) { // Report "Insufficient Leadership Skill" - swprintf(sString, New113HAMMessage[6], pSoldier->name); + swprintf(sString, New113HAMMessage[6], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return ( FALSE ); } @@ -15956,79 +15959,79 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci if (pSoldier->stats.bStrength < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumStrength) { - swprintf(sString, gzFacilityErrorMessage[0], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[0], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bDexterity < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumDexterity) { - swprintf(sString, gzFacilityErrorMessage[1], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[1], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bAgility < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumAgility) { - swprintf(sString, gzFacilityErrorMessage[2], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[2], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bLife < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumHealth) { - swprintf(sString, gzFacilityErrorMessage[3], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[3], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bWisdom < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumWisdom) { - swprintf(sString, gzFacilityErrorMessage[4], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[4], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bMarksmanship < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMarksmanship) { - swprintf(sString, gzFacilityErrorMessage[5], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[5], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bMedical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMedical) { - swprintf(sString, gzFacilityErrorMessage[6], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[6], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bMechanical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMechanical) { - swprintf(sString, gzFacilityErrorMessage[7], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[7], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bLeadership < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLeadership) { - swprintf(sString, gzFacilityErrorMessage[8], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[8], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bExplosive < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumExplosives) { - swprintf(sString, gzFacilityErrorMessage[9], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[9], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->stats.bExpLevel < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLevel) { - swprintf(sString, gzFacilityErrorMessage[10], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[10], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->aiData.bMorale < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMorale) { - swprintf(sString, gzFacilityErrorMessage[11], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[11], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } if (pSoldier->bBreathMax < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumBreath) { - swprintf(sString, gzFacilityErrorMessage[12], pSoldier->name); + swprintf(sString, gzFacilityErrorMessage[12], pSoldier->GetName()); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } @@ -16100,7 +16103,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci if( fFoundMedKit == FALSE ) { - swprintf( sString, zMarksMapScreenText[19], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[19], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } @@ -16113,7 +16116,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci // make sure he has a toolkit if ( FindToolkit( pSoldier ) == NO_SLOT ) { - swprintf( sString, zMarksMapScreenText[18], pSoldier->name ); + swprintf( sString, zMarksMapScreenText[18], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } @@ -16124,7 +16127,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci // items? if ( !DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) ) { - swprintf( sString, gzFacilityErrorMessage[16], pSoldier->name ); + swprintf( sString, gzFacilityErrorMessage[16], pSoldier->GetName() ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); return( FALSE ); } diff --git a/Strategic/Facilities.cpp b/Strategic/Facilities.cpp index facacd38..7e4f1652 100644 --- a/Strategic/Facilities.cpp +++ b/Strategic/Facilities.cpp @@ -1234,15 +1234,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, STRAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, STRAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[0], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[0], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[0], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[0], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1286,15 +1286,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, AGILAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, AGILAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[1], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[1], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[1], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[1], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1344,9 +1344,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[2], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[2], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[2], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[2], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1390,15 +1390,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, WISDOMAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, WISDOMAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[3], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[3], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[3], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[3], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1447,7 +1447,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, HEALTHAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, HEALTHAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); if (pSoldier->stats.bLife >= OKLIFE) @@ -1455,9 +1455,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[4], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[4], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[4], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[4], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1467,9 +1467,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[28], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[28], pSoldier->GetName(), szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[29], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[29], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); AddCharacterToAnySquad( pSoldier ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); @@ -1515,15 +1515,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MARKAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MARKAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[5], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[5], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[5], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[5], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1567,15 +1567,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, LDRAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, LDRAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[6], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[6], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[6], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[6], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1619,15 +1619,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MECHANAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MECHANAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[7], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[7], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[7], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[7], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1671,15 +1671,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MEDICALAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MEDICALAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[8], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[8], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[8], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[8], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1723,15 +1723,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac fBadResult = TRUE; // Log message - BuildStatChangeString( sString, pSoldier->name, FALSE, Result, EXPLODEAMT ); + BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, EXPLODEAMT ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[9], szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[9], szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[9], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[9], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1753,15 +1753,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac { // Log message GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); - swprintf( sString, gzFacilityErrorMessage[31], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[31], pSoldier->GetName(), szSectorGrid ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Do Screen Message, stop time, and take character off duty immediately. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[19], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[19], pSoldier->GetName(), szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[20], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[20], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); AddCharacterToAnySquad( pSoldier ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); @@ -1770,16 +1770,16 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac { // Log message GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); - swprintf( sString, gzFacilityErrorMessage[30], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[30], pSoldier->GetName(), szSectorGrid ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // Soldier isn't bleeding too bad. Let the player know, but don't take any action. // Do Screen Message and stop time. GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[21], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[21], pSoldier->GetName(), szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[22], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[22], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL ); StopTimeCompression(); } @@ -1807,7 +1807,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac if (GetDrunkLevel(pSoldier) == BORDERLINE) { // Log message - swprintf( sString, gzFacilityErrorMessage[27], pSoldier->name ); + swprintf( sString, gzFacilityErrorMessage[27], pSoldier->GetName() ); ScreenMsg( usColor, MSG_INTERFACE, sString ); } @@ -1941,9 +1941,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac DecrementTownLoyalty( ubTownID, abs(Result) ); // Log message if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[23], pTownNames[ubTownID], pSoldier->name ); + swprintf( sString, gzFacilityErrorMessage[23], pTownNames[ubTownID], pSoldier->GetName() ); else - swprintf( sString, gzFacilityErrorMessage[24], pTownNames[ubTownID], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName ); + swprintf( sString, gzFacilityErrorMessage[24], pTownNames[ubTownID], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // SANDRO - add to merc records - facility accidents counter @@ -1963,9 +1963,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac // Log message GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid ); if (!fOperatingFacility) - swprintf( sString, gzFacilityErrorMessage[25], pSoldier->name, szSectorGrid ); + swprintf( sString, gzFacilityErrorMessage[25], pSoldier->GetName(), szSectorGrid ); else - swprintf( sString, gzFacilityErrorMessage[26], pSoldier->name, szSectorGrid, gFacilityTypes[ubFacilityType].szFacilityName ); + swprintf( sString, gzFacilityErrorMessage[26], pSoldier->GetName(), szSectorGrid, gFacilityTypes[ubFacilityType].szFacilityName ); ScreenMsg( usColor, MSG_INTERFACE, sString ); // SANDRO - add to merc records - facility accidents counter diff --git a/Strategic/Merc Contract.cpp b/Strategic/Merc Contract.cpp index 063d0f60..33d79fac 100644 --- a/Strategic/Merc Contract.cpp +++ b/Strategic/Merc Contract.cpp @@ -1146,11 +1146,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi { if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE ) { - swprintf( sString, pMercHeLeaveString[ 4 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercHeLeaveString[ 4 ], pSoldier->GetName(), zShortTownIDString ); } else { - swprintf( sString, pMercSheLeaveString[ 4 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercSheLeaveString[ 4 ], pSoldier->GetName(), zShortTownIDString ); } fInSector = TRUE; } @@ -1163,11 +1163,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi { if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE ) { - swprintf( sString, L"%s %s", pSoldier->name, pMercHeLeaveString[ 3 ] ); + swprintf( sString, L"%s %s", pSoldier->GetName(), pMercHeLeaveString[ 3 ] ); } else { - swprintf( sString, L"%s %s", pSoldier->name, pMercSheLeaveString[ 3 ] ); + swprintf( sString, L"%s %s", pSoldier->GetName(), pMercSheLeaveString[ 3 ] ); } fInSector = TRUE; } @@ -1178,11 +1178,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE ) { - swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString ); } else { - swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString ); } } @@ -1193,11 +1193,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi { if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE ) { - swprintf( sString, L"%s %s", pSoldier->name, pMercHeLeaveString[ 2 ] ); + swprintf( sString, L"%s %s", pSoldier->GetName(), pMercHeLeaveString[ 2 ] ); } else { - swprintf( sString, L"%s %s", pSoldier->name, pMercSheLeaveString[ 2 ] ); + swprintf( sString, L"%s %s", pSoldier->GetName(), pMercSheLeaveString[ 2 ] ); } fInSector = TRUE; } @@ -1208,11 +1208,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE ) { - swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString ); } else { - swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->name, zShortTownIDString ); + swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString ); } } } @@ -1508,7 +1508,7 @@ void HandleNotifyPlayerCanAffordInsurance( SOLDIERTYPE *pSoldier, UINT8 ubLength InsertCommasForDollarFigure( sStringA ); InsertDollarSignInToString( sStringA ); - swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->name, sStringA, ubLength ); + swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), sStringA, ubLength ); //Set the length to the global variable ( so we know how long the contract is in the callback ) gubContractLength = ubLength; diff --git a/Tactical/Campaign.cpp b/Tactical/Campaign.cpp index b5eab54f..45517041 100644 --- a/Tactical/Campaign.cpp +++ b/Tactical/Campaign.cpp @@ -117,7 +117,7 @@ void StatChange(SOLDIERTYPE *pSoldier, UINT8 ubStat, UINT16 usNumChances, UINT8 if( pSoldier->bAssignment == ASSIGNMENT_POW ) { - ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"ERROR: StatChange: %s improving stats while POW! ubStat %d", pSoldier->name, ubStat ); + ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"ERROR: StatChange: %s improving stats while POW! ubStat %d", pSoldier->GetName(), ubStat ); return; } @@ -715,7 +715,7 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta CHAR16 wTempString[ 128 ]; // tell player about it - BuildStatChangeString( wTempString, pSoldier->name, fChangeTypeIncrease, sPtsChanged, ubStat ); + BuildStatChangeString( wTempString, pSoldier->GetName(), fChangeTypeIncrease, sPtsChanged, ubStat ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, wTempString ); } diff --git a/Tactical/Drugs And Alcohol.cpp b/Tactical/Drugs And Alcohol.cpp index 3086c1ad..f0f86e8a 100644 --- a/Tactical/Drugs And Alcohol.cpp +++ b/Tactical/Drugs And Alcohol.cpp @@ -245,11 +245,11 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ) if ( (ubDrugType & DRUG_ALCOHOL) != 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->name, ShortItemNames[ usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->GetName(), ShortItemNames[ usItem ] ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->GetName() ); } // Dirty panel diff --git a/Tactical/Food.cpp b/Tactical/Food.cpp index 8b9b14fc..4134f957 100644 --- a/Tactical/Food.cpp +++ b/Tactical/Food.cpp @@ -126,9 +126,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B // notification if ( type == AP_EAT ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->name, Item[pObject->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->GetName(), Item[pObject->usItem].szItemName ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->name, Item[pObject->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->GetName(), Item[pObject->usItem].szItemName ); // Say quote! TacticalCharacterDialogue( pSoldier, 61 ); @@ -205,9 +205,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B // notification if ( type == AP_EAT ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->name, Item[pObject->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->GetName(), Item[pObject->usItem].szItemName ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->name, Item[pObject->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->GetName(), Item[pObject->usItem].szItemName ); // now remove a portion of the food item (or the whole item altogether) UINT16 ptsconsumed = UseKitPoints( pObject, Food[foodtype].ubPortionSize, pSoldier ); @@ -380,9 +380,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier ) pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE ); if ( foodsituation < FOOD_NORMAL ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() ); } // damage health @@ -411,9 +411,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier ) gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++; if ( foodsituation < FOOD_NORMAL ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() ); // if we fall below OKLIFE, we start bleeding... // Reason for this is that @@ -464,9 +464,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier ) pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE ); if ( watersituation < FOOD_NORMAL ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() ); } // damage health @@ -497,9 +497,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier ) gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++; if ( watersituation < FOOD_NORMAL ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() ); // if we fall below OKLIFE, we start bleeding... // Reason for this is that diff --git a/Tactical/Handle Doors.cpp b/Tactical/Handle Doors.cpp index 9f1756d0..6e97d365 100644 --- a/Tactical/Handle Doors.cpp +++ b/Tactical/Handle Doors.cpp @@ -895,7 +895,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE ); // Do we have a quote for locked stuff? // Now just show on message bar - //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name ); + //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() ); #ifdef JA2UB //If this is the tunnel sector, and the merc failed opening the fence door, play a quote @@ -1006,7 +1006,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE ); // Do we have a quote for locked stuff? // Now just show on message bar - ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name ); + ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() ); // Update perceived lock value UpdateDoorPerceivedValue( pDoor ); diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp index 5b4e051f..f9f06938 100644 --- a/Tactical/Handle Items.cpp +++ b/Tactical/Handle Items.cpp @@ -484,7 +484,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa pSoldier->bWeaponMode = WM_BURST; pSoldier->bDoAutofire = 0; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() ); } } else if ( !IsGunAutofireCapable( &pSoldier->inv[HANDPOS] ) ) @@ -535,7 +535,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa if((pSoldier->ubProfile != NO_PROFILE) && ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) && PreRandom(100) < 20) { chanceToMisfire = diceSides; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() ); pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); // Added the laugh sound when going Psycho on autofire - SANDRO } @@ -578,18 +578,18 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa if (gGameExternalOptions.usBulletHideIntensity > 0) { // HEADROCK HAM 3.5: Non-accurate assessment. - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->GetName() ); } else {// More than 1 round if (__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto > 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->name, __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->GetName(), __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto ); } // 1 round else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->name ); // SANDRO - no need for attaching the number if only one round is shot + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->GetName() ); // SANDRO - no need for attaching the number if only one round is shot } } } @@ -4582,7 +4582,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier ) } // OK, it's given, display message! - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->GetName() ); if (usItemNum == MONEY) { // are we giving money to an NPC, to whom we owe money? @@ -4595,12 +4595,12 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier ) gMercProfiles[pTSoldier->ubProfile].iBalance = 0; // report the payment and set facts to indicate people not being owed money - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->GetName() ); } else { // report the payment - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->name, -gMercProfiles[pTSoldier->ubProfile].iBalance ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->GetName(), -gMercProfiles[pTSoldier->ubProfile].iBalance ); } } } @@ -6490,7 +6490,7 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, // SANDRO - show a message, that we had insufficient APs to take all items if ( fNotEnoughAPs && pSoldier->bTeam == gbPlayerNum && gGameExternalOptions.fEnhancedCloseCombatSystem) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->GetName() ); } gpTempSoldier = pSoldier; diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp index c8538ecc..e7c2255e 100644 --- a/Tactical/Handle UI.cpp +++ b/Tactical/Handle UI.cpp @@ -2035,7 +2035,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() ); } pSoldier->flags.fUIMovementFast = fOldFastMove; @@ -2708,7 +2708,7 @@ void SurgeryRequesterCallback( UINT8 bExitValue ) if (!gpRequesterTargetMerc->bBleeding && gpRequesterTargetMerc->stats.bLife >= OKLIFE) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], gpRequesterTargetMerc->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], gpRequesterTargetMerc->GetName() ); } else { @@ -2760,7 +2760,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent ) fDidRequester = TRUE; - swprintf( zStr, TacticalStr[ ATTACK_OWN_GUY_PROMPT ], pTSoldier->name ); + swprintf( zStr, TacticalStr[ ATTACK_OWN_GUY_PROMPT ], pTSoldier->GetName() ); DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, AttackRequesterCallback, NULL ); @@ -2782,9 +2782,9 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent ) fDidRequester = TRUE; if (pTSoldier->bBleeding) - swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY_FIRST ], pTSoldier->name, (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) ); + swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY_FIRST ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) ); else - swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY ], pTSoldier->name, (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) ); + swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) ); DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurgeryRequesterCallback, NULL ); } @@ -3563,7 +3563,7 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance ) { if ( pSoldier->bCollapsed && pSoldier->bBreath < OKBREATH ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->GetName() ); } else { @@ -3579,11 +3579,11 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance ) { if ( pSoldier->bCollapsed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_CANT_CHANGE_STANCE ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_CANT_CHANGE_STANCE ], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_STANCE_CHANGE_STR ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_STANCE_CHANGE_STR ], pSoldier->GetName() ); } } } @@ -4630,13 +4630,13 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier ) // If we are a vehicle... if ( ( pTSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT ) ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_FIRST_AID_STR ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_FIRST_AID_STR ], pTSoldier->GetName() ); return( FALSE ); } if ( pSoldier->stats.bMedical == 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_MERC_HAS_NO_MEDSKILL ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_MERC_HAS_NO_MEDSKILL ], pSoldier->GetName() ); return( FALSE ); } @@ -4651,13 +4651,13 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier ) { if ( pTSoldier->bBleeding == 0 && pTSoldier->stats.bLife != pTSoldier->stats.bLifeMax ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 19 ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 19 ], pTSoldier->GetName() ); return( FALSE ); } if ( pTSoldier->bBleeding == 0 && pTSoldier->stats.bLife >= OKLIFE ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], pTSoldier->GetName() ); return( FALSE ); } } @@ -5039,7 +5039,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos ) { if ( pSoldier->bCollapsed && pSoldier->bBreath < OKBREATH ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->GetName() ); } return FALSE; @@ -5621,7 +5621,7 @@ BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() ); } fAtLeastOneMultiSelect = TRUE; @@ -6056,11 +6056,11 @@ BOOLEAN HandleTalkInit( ) { if ( pTSoldier->ubProfile != NO_PROFILE ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_LOS_TO_TALK_TARGET ], pSoldier->name, pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_LOS_TO_TALK_TARGET ], pSoldier->GetName(), pTSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 45 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 45 ], pSoldier->GetName() ); } return( FALSE ); } @@ -6069,7 +6069,7 @@ BOOLEAN HandleTalkInit( ) if ( pTSoldier->bCollapsed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 21 ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 21 ], pTSoldier->GetName() ); return( FALSE ); } @@ -6084,7 +6084,7 @@ BOOLEAN HandleTalkInit( ) { if ( pTSoldier->ubProfile == DIMITRI ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 32 ], pTSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 32 ], pTSoldier->GetName() ); return( FALSE ); } diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index b2a46ab1..0b77a28e 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -3577,7 +3577,7 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo if (pSoldier->bTeam == gbPlayerNum) { // spit out a message if this is one of our folks reloading - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->GetName() ); } DeductPoints( pSoldier, bAPs, 0 ); @@ -3897,7 +3897,7 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() ); } } } @@ -8920,23 +8920,23 @@ void WaterDamage( SOLDIERTYPE *pSoldier ) { pSoldier->CreateSoldierPalettes( ); } - // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->name ); + // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->GetName() ); if ( pSoldier->bCamo <= 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->GetName() ); } else if ( pSoldier->urbanCamo <= 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->GetName() ); } else if ( pSoldier->snowCamo <= 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->GetName() ); } else if ( pSoldier->desertCamo <= 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->GetName() ); } } @@ -9365,7 +9365,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) ) { pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() ); break; } @@ -9375,7 +9375,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs if ( !(pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER) ) { pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_CIV; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() ); } // reevaluate sight - otherwise we could hide by changing clothes in plain sight! @@ -14375,7 +14375,7 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex CHAR16 pStr[500]; // Item was split apart. Since it was in the sector inventory, it's common sense that all results // are in the sector inventory as well, so no need to report anything extra. - swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->name ); + swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->GetName() ); ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr ); } else if (fSplit || fDropped) @@ -14384,21 +14384,21 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex if (fSplit && !fDropped) { // Item was split apart, but all subitems remained in the inventory. - swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->name ); + swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->GetName() ); ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr ); } else if (fDropped && !fSplit) { // Either the item itself or another item has been dropped to the sector inventory due to lack of // space. - swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->name ); + swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->GetName() ); DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL ); } else if (fDropped && fSplit) { // Item was split apart. Either the item itself or another item has been dropped to the sector // inventory due to lack of space. - swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->name ); + swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->GetName() ); DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL ); } } diff --git a/Tactical/Ja25_Tactical.cpp b/Tactical/Ja25_Tactical.cpp index 5e6912bb..ddbe52d8 100644 --- a/Tactical/Ja25_Tactical.cpp +++ b/Tactical/Ja25_Tactical.cpp @@ -1800,7 +1800,7 @@ void DisplayCommanderMorrisNote( SOLDIERTYPE *pSoldier ) { gJa25SaveStruct.ubDisplayCommanderMorrisNote = DMN__DISPLAY_PART_1; - swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_1 ], pSoldier->name ); + swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_1 ], pSoldier->GetName() ); } //if it si the second part of the note to be displayed @@ -1808,7 +1808,7 @@ void DisplayCommanderMorrisNote( SOLDIERTYPE *pSoldier ) { gJa25SaveStruct.ubDisplayCommanderMorrisNote = DMN__DISPLAY_PART_2; - swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_2 ], pSoldier->name, pSoldier->name ); + swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_2 ], pSoldier->GetName(), pSoldier->GetName() ); } //Display it diff --git a/Tactical/Merc Entering.cpp b/Tactical/Merc Entering.cpp index 5f880c6d..792dbd16 100644 --- a/Tactical/Merc Entering.cpp +++ b/Tactical/Merc Entering.cpp @@ -498,7 +498,7 @@ void HandleHeliDrop( ) // Check for merc arrives quotes... HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] ); - ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name ); + ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() ); } @@ -554,7 +554,7 @@ void HandleHeliDrop( ) // Check for merc arrives quotes... HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] ); - ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name ); + ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() ); } @@ -702,7 +702,7 @@ void HandleHeliDrop( ) gfFirstGuyDown = FALSE; SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE ); } - ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->name ); + ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->GetName() ); gbCurDrop++; diff --git a/Tactical/Merc Hiring.cpp b/Tactical/Merc Hiring.cpp index fea8667b..61dcc86b 100644 --- a/Tactical/Merc Hiring.cpp +++ b/Tactical/Merc Hiring.cpp @@ -514,7 +514,7 @@ void MercArrivesCallback( UINT8 ubSoldierID ) if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER ) { - ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->GetName() ); // ATE: He's going to say something, now that they've arrived... if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun ) diff --git a/Tactical/Morale.cpp b/Tactical/Morale.cpp index 667778b2..0ccacf04 100644 --- a/Tactical/Morale.cpp +++ b/Tactical/Morale.cpp @@ -643,7 +643,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I } else { - DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d for %S at X=%d, Y=%d, Z=%d", bMoraleEvent, pSoldier->name, sMapX, sMapY, bMapZ ) ); + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d for %S at X=%d, Y=%d, Z=%d", bMoraleEvent, pSoldier->GetName(), sMapX, sMapY, bMapZ ) ); } diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 8d3c9a96..49e03d08 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -1785,7 +1785,7 @@ BOOLEAN ExecuteOverhead( ) if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE ) { #ifdef JA2BETAVERSION - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->name, pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->GetName(), pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) ); #endif } @@ -2109,7 +2109,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier ) // Display message if our merc... if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->GetName() ); } UnSetUIBusy( pSoldier->ubID ); @@ -2338,7 +2338,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE // ATE: If our own guy and an initial move.. display message //if ( fInitialMove && pSoldier->bTeam == gbPlayerNum ) //{ - // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name ); + // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() ); //} pSoldier->bEndDoorOpenCode = FALSE; @@ -2577,7 +2577,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() ); SoldierCollapse( pSoldier ); if (pSoldier->bActionPoints > 0) { @@ -2590,7 +2590,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() ); SoldierCollapse( pSoldier ); if (pSoldier->bActionPoints > 0) { @@ -3214,7 +3214,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF // OK, we want to display message that we can't.... if ( fFromUI ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->GetName() ); } return; } @@ -3661,7 +3661,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld ) // ATE: Added string to player if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE ) { - ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->name ); + ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() ); } switch( pSoldierOld->ubProfile ) @@ -5827,7 +5827,7 @@ void HandleTeamServices( UINT8 ubTeamNum ) if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO { if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() ); // Cancel all services for this guy! pTargetSoldier->ReceivingSoldierCancelServices( ); @@ -5861,7 +5861,7 @@ void HandleTeamServices( UINT8 ubTeamNum ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() ); pTeamSoldier->GivingSoldierCancelServices( ); if ( !gTacticalStatus.fAutoBandageMode ) @@ -5916,7 +5916,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier ) if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO { if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() ); // Cancel all services for this guy! pTargetSoldier->ReceivingSoldierCancelServices( ); @@ -5959,7 +5959,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() ); pTeamSoldier->GivingSoldierCancelServices( ); if ( !gTacticalStatus.fAutoBandageMode ) @@ -8317,7 +8317,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) // If soldier is visible on-screen, report to player that they are cowering. if ( pSoldier->bVisible != -1 ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() ); } } @@ -8461,7 +8461,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) if ( pSoldier->bVisible != -1 ) { // "Soldier is pinned down!" - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() ); // HEADROCK HAM 3.2: Added a radio locator! ShowRadioLocator( (UINT8)pSoldier->ubID, SHOW_LOCATOR_NORMAL ); } @@ -8691,7 +8691,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp #ifdef JA2TESTVERSION if (pTarget->flags.uiStatusFlags & SOLDIER_PC) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->GetName() ); } #endif // member of a civ group, either recruited or neutral, so should @@ -10216,7 +10216,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue ) MercPtrs[ gusSelectedSoldier ]->Strip(); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->GetName() ); } } } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index b74e97c0..bb925b0e 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -6364,7 +6364,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND && !pSoldier->MercInWater( ) ) { fFallenOver = TRUE; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->GetName() ); } } } @@ -12636,7 +12636,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1 gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // reset last target // throw message - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->GetName() ); // add to record - another surgery undergoed if ( pVictim->ubProfile != NO_PROFILE && usLifeReturned >= 100 ) @@ -14517,7 +14517,7 @@ void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll ) { (*pObj)[i]->data.bDirtLevel = 0.0f; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->name, Item[pObj->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->GetName(), Item[pObj->usItem].szItemName ); // always use up 1% of the cleaning kit (they last too long otherwise) UseKitPoints( pCleaningKit, 1, this ); @@ -14555,7 +14555,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) // if we have any camo: not covert if ( GetWornCamo(this) > 0 || GetWornUrbanCamo(this) > 0 || GetWornDesertCamo(this) > 0 || GetWornSnowCamo(this) > 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->GetName() ); return FALSE; } @@ -14569,7 +14569,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) // if we have a back pack: not covert if ( bLoop == BPACKPOCKPOS ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() ); return FALSE; } @@ -14580,7 +14580,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) // seriously? a corpse? of course this is suspicious! if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() ); return FALSE; } @@ -14615,7 +14615,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) break; default: { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName ); return FALSE; } break; @@ -14639,7 +14639,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) ( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName ); return FALSE; } } @@ -14661,7 +14661,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) ( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName ); return FALSE; } } @@ -14683,7 +14683,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void ) // seriously? a corpse? of course this is suspicious! if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() ); return FALSE; } } @@ -14743,7 +14743,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) break; default: // we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->GetName() ); return TRUE; break; } @@ -14758,7 +14758,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // if we have a back pack: not covert if ( bLoop == BPACKPOCKPOS ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() ); return TRUE; } @@ -14790,7 +14790,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) break; default: { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName ); return FALSE; } break; @@ -14815,7 +14815,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) if ( numberofguns > 2 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() ); return TRUE; } } @@ -14829,7 +14829,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // loop over every item and its attachments if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName ); return TRUE; } @@ -14843,7 +14843,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // loop over every item and its attachments if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName ); return TRUE; } @@ -14852,7 +14852,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // no ordinary soldier is allowed that many attachments -> not covert if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName ); return TRUE; } } @@ -14879,7 +14879,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) if ( numberofguns > 2 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() ); return TRUE; } @@ -14892,7 +14892,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // loop over every item and its attachments if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName ); return TRUE; } @@ -14906,7 +14906,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // loop over every item and its attachments if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName ); return TRUE; } @@ -14917,7 +14917,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) // no ordinary soldier is allowed that many attachments > not covert if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName ); return TRUE; } } @@ -14984,14 +14984,14 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) this->usAnimState == LONG_JUMP ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName() ); return FALSE; } // if we are trying to dress like a civilian, but aren't sucessful: not covert if ( this->bSoldierFlagMask & SOLDIER_COVERT_CIV && !(this->LooksLikeACivilian()) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->GetName() ); return FALSE; } @@ -15019,13 +15019,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // if we are openly bleeding: not covert if ( this->bBleeding > 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() ); return FALSE; } if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER && GetDrunkLevel( this ) != SOBER ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->GetName() ); return FALSE; } } @@ -15037,13 +15037,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // if we are openly bleeding: not covert if ( this->bBleeding > 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() ); return FALSE; } if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() ); return FALSE; } } @@ -15054,7 +15054,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply) if ( (this->bSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() ); return FALSE; } break; @@ -15079,13 +15079,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) if ( sectordata > 1 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->GetName() ); return FALSE; } // is it night? else if ( sectordata == 1 && GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->GetName() ); return FALSE; } @@ -15128,7 +15128,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // a corpse was found near our position. If the soldier observing us can see it, he will be alarmed if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() ); return FALSE; } } @@ -15140,7 +15140,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // if our equipment is too good, that is suspicious... not covert! if ( this->EquipmentTooGood( (distance < discoverrange) ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName() ); return FALSE; } @@ -15150,7 +15150,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // if we are aiming at a soldier, others will notice our intent... not covert! if ( WeaponReady(this) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->name, MercPtrs[this->ubTargetID]->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() ); return FALSE; } } @@ -15199,7 +15199,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) // a corpse was found near our position. If the soldier observing us can see it, he will be alarmed if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() ); return FALSE; } } @@ -15270,7 +15270,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant(UINT8 ubTargetID) pSoldier->Strip(); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->name, pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName(), pSoldier->GetName() ); // we have uncovered a spy! Get alerted, if we aren't already if ( this->aiData.bAlertStatus < STATUS_BLACK ) @@ -15389,9 +15389,9 @@ void SOLDIERTYPE::Strip() void SOLDIERTYPE::SpySelfTest() { if ( SeemsLegit(this->ubID) ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->GetName() ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->GetName() ); } // can we process prisoners in this sector? @@ -15528,7 +15528,7 @@ void SOLDIERTYPE::CancelMultiTurnAction(BOOLEAN fFinished) { // stop action if ( !fFinished ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->name, szMTATextStr[this->usMultiTurnAction] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->GetName(), szMTATextStr[this->usMultiTurnAction] ); bOverTurnAPS = 0; sMTActionGridNo = NOWHERE; @@ -15971,6 +15971,15 @@ void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm ) fInterfacePanelDirty = DIRTYLEVEL2; } +static CHAR16 tmpname[ 100 ]; +STR16 SOLDIERTYPE::GetName() +{ + tmpname[0] = '\0' ; + wcscat( tmpname, this->name ); + + return tmpname; +} + INT32 CheckBleeding( SOLDIERTYPE *pSoldier ) { INT8 bBandaged; //,savedOurTurn; @@ -16986,8 +16995,8 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti this->LooseDisguise(); this->Strip(); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->name, pSoldier->name ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->name, this->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName(), pSoldier->GetName() ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName(), this->GetName() ); } // alert the soldier @@ -17071,7 +17080,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT ); if ( !success ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->name, Item[usItem].szLongItemName, pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() ); } else { @@ -18586,9 +18595,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred if ( gSkillTraitValues.fDORepStShouldThrowMessage ) { if ( usStatIncreasement == 1 ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat ); } } //if( pSoldier->ubCriticalStatDamage[cnt] > 0 ) @@ -18642,9 +18651,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred if ( gSkillTraitValues.fDORepStShouldThrowMessage ) { if ( usStatIncreasement == 1 ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat ); } } } @@ -18685,9 +18694,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred if ( gSkillTraitValues.fDORepStShouldThrowMessage ) { if ( usStatIncreasement == 1 ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat ); else - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat ); } } } diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 4d8b05aa..b60456a1 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1543,6 +1543,9 @@ public: // Flugente: switch hand item for gunsling weapon, or pistol, or knife void SwitchWeapons( BOOLEAN fKnife = FALSE, BOOLEAN fSideArm = FALSE ); + + // Flugente: return a soldier's name. This allows for very easy manipulation of a soldier's name with pre- an suffixes, ranks etc. + STR16 GetName(); ////////////////////////////////////////////////////////////////////////////// }; // SOLDIERTYPE; diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 94076c92..60b0ec74 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -2902,7 +2902,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) { if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() ); } break; @@ -4790,7 +4790,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) } else if( gfLoneEPCAttemptingTraversal ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() ); gfLoneEPCAttemptingTraversal = FALSE; } else if( gubLoneMercAttemptingToAbandonEPCs ) @@ -4800,24 +4800,24 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) { //Use the singular version of the string if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE ) { //male singular - swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name, - MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name ); + swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(), + MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() ); } else { //female singular - swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name, - MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name ); + swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(), + MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() ); } } else { //Use the plural version of the string if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE ) { //male plural - swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name ); + swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() ); } else { //female plural - swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name ); + swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() ); } } ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, str ); @@ -4829,7 +4829,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() ); } return( TRUE ); @@ -6176,11 +6176,11 @@ void ToggleStealthMode( SOLDIERTYPE *pSoldier ) if ( pSoldier->bStealthMode ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->GetName() ); } } } @@ -7008,7 +7008,7 @@ void QueryTBX1Button( UINT32 *puiNewEvent ) if (!IsValidStance(pjSoldier, ANIM_CROUCH) ) { if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH ) - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() ); return; } diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 1a6b9619..02198ac2 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -421,9 +421,9 @@ weaponStartElementHandle(void *userData, const XML_Char *name, const XML_Char ** strcmp(name, "bRecoilY") == 0 || // HEADROCK HAM 4: strcmp(name, "ubRecoilDelay") == 0 || // HEADROCK HAM 4: strcmp(name, "Handling") == 0 || // CHRISL HAM 4 - strcmp(name, "usOverheatingJamThreshold") == 0 || // Flugente FTW 1 - strcmp(name, "usOverheatingDamageThreshold") == 0 || // Flugente FTW 1 - strcmp(name, "usOverheatingSingleShotTemperature") == 0 || // Flugente FTW 1 + strcmp(name, "usOverheatingJamThreshold") == 0 || // Flugente + strcmp(name, "usOverheatingDamageThreshold") == 0 || // Flugente + strcmp(name, "usOverheatingSingleShotTemperature") == 0 || // Flugente strcmp(name, "HeavyGun") == 0)) // SANDRO - cannot be shouldered while standing { pData->curElement = WEAPON_ELEMENT_WEAPON_PROPERY; @@ -1886,7 +1886,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() ); } } } @@ -2485,7 +2485,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() ); } } } @@ -3174,8 +3174,8 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea pSoldier->LooseDisguise(); pSoldier->Strip(); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->name ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->name, pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->GetName() ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->GetName(), pSoldier->GetName() ); } } @@ -3200,7 +3200,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea if (gGameExternalOptions.fEnhancedCloseCombatSystem) DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->name, ShortItemNames[ pTargetSoldier->inv[ubIndexRet].usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[ubIndexRet].usItem ] ); if (pTargetSoldier->inv[ubIndexRet].MoveThisObjectTo(gTempObject, 1) == 0) { // Try to place the item in the merc inventory @@ -3235,7 +3235,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea fStealAttempt = TRUE; // added for check - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->name, ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] ); // if successful - place the item to our hands if (iDiceRoll < (iHitChance * 2 / 3) && gGameExternalOptions.fEnhancedCloseCombatSystem) @@ -3392,7 +3392,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_FAILED_TO_STEAL_SOMETHING ], - pSoldier->name, ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] ); + pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] ); if ( pSoldier->bTeam == gbPlayerNum ) { @@ -9266,7 +9266,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (pTarget->name[0] && pTarget->bVisible == TRUE) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLDIER_HIT_TO_GROIN], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLDIER_HIT_TO_GROIN], pTarget->GetName() ); } // Gain morale for inflicting critical hit HandleMoraleEvent( pFirer, MORALE_MALICIOUS_HIT, pFirer->sSectorX, pFirer->sSectorY, pFirer->bSectorZ ); @@ -9300,17 +9300,17 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (bStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pTarget->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pTarget->name, bStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pTarget->GetName(), bStatLoss ); } } } else if ( pTarget->bNumPelletsHitBy == 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() ); } // HEADROCK HAM 3.2: Critical headshots may now cause blindness, based on shot damage. @@ -9355,11 +9355,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (bStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pTarget->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pTarget->name, bStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pTarget->GetName(), bStatLoss ); } } } @@ -9392,11 +9392,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (bStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pTarget->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pTarget->name, bStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pTarget->GetName(), bStatLoss ); } } } @@ -9426,11 +9426,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (bStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pTarget->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pTarget->name, bStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pTarget->GetName(), bStatLoss ); } } } @@ -9461,11 +9461,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (bStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pTarget->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pTarget->name, bStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pTarget->GetName(), bStatLoss ); } } } @@ -9485,7 +9485,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, } else if ( ubHitLocation == AIM_SHOT_HEAD && pTarget->bNumPelletsHitBy == 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() ); } } } @@ -10607,8 +10607,8 @@ BOOLEAN IsGunBurstCapable(OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE* pSo //ADB fNotify is always false, so notify and pSoldier are not necessary parameters if ( fNotify && !fCapable && pSoldier != NULL ) { - //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->name ); - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->name ); + //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() ); } return( fCapable ); diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 5988b165..6ba4ee82 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -2529,7 +2529,7 @@ INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo) case SNIPER: return ( 5 ); default: #ifdef BETAVERSION - sprintf(tempstr,"%s has invalid orders = %d",pSoldier->name,pSoldier->aiData.bOrders); + sprintf(tempstr,"%s has invalid orders = %d",pSoldier->GetName(),pSoldier->aiData.bOrders); PopMessage(tempstr); #endif return(0); @@ -2787,7 +2787,7 @@ void AINumMessage(const STR8 str, INT32 num) void AINameMessage(SOLDIERTYPE * pSoldier,const STR8 str,INT32 num) { STR tempstr; - sprintf( tempstr,"%d %s %d",pSoldier->name , str, num); + sprintf( tempstr,"%d %s %d",pSoldier->GetName() , str, num); DebugAI( tempstr ); } #endif diff --git a/TacticalAI/Attacks.cpp b/TacticalAI/Attacks.cpp index 0c5049ad..0503f4c4 100644 --- a/TacticalAI/Attacks.cpp +++ b/TacticalAI/Attacks.cpp @@ -206,7 +206,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns continue; // next opponent #ifdef DEBUGATTACKS - DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->name,ExtMen[pOpponent->ubID].name,pOpponent->sGridNo ) ); + DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName(),pOpponent->sGridNo ) ); #endif // calculate minimum action points required to shoot at this opponent @@ -384,7 +384,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns // ExtMen[pOpponent->ubID].haveStats = TRUE; //NumMessage("chance to Hit = ",ubChanceToHit); - //sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit); + //sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].GetName(),ubAimTime,ubChanceToHit); //PopMessage(tempstr); iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime); @@ -1537,7 +1537,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab ) } #ifdef DEBUGATTACKS - DebugAI( String( "%s can see %s\n",pSoldier->name,ExtMen[pOpponent->ubID].name ) ); + DebugAI( String( "%s can see %s\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName() ) ); #endif // calculate minimum action points required to stab at this opponent @@ -2262,7 +2262,7 @@ INT8 CanNPCAttack(SOLDIERTYPE *pSoldier) { //LocateMember(pSoldier->ubID,SETLOCATOR); // locate to this NPC, don't center STR16 tempstr; - sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->name,bCanAttack); + sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->GetName(),bCanAttack); AIPopMessage(tempstr); } #endif diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index e4a5160a..cdaf7872 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -1656,11 +1656,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (ubStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pSoldier->name, ubStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pSoldier->GetName(), ubStatLoss ); } } } @@ -1689,11 +1689,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (ubStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pSoldier->name, ubStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pSoldier->GetName(), ubStatLoss ); } } } @@ -1723,11 +1723,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (ubStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pSoldier->name, ubStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pSoldier->GetName(), ubStatLoss ); } } } @@ -1757,11 +1757,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (ubStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pSoldier->name, ubStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pSoldier->GetName(), ubStatLoss ); } } } @@ -1794,11 +1794,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (ubStatLoss == 1) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pSoldier->GetName() ); } else { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pSoldier->name, ubStatLoss ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pSoldier->GetName(), ubStatLoss ); } } } @@ -1808,7 +1808,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo if (pSoldier->bBlindedCounter < ubStatLoss ) { pSoldier->bBlindedCounter = ubStatLoss ; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was blinded by the blast!", pSoldier->name ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was blinded by the blast!", pSoldier->GetName() ); } } // SANDRO - new merc records - times stat damaged diff --git a/TileEngine/physics.cpp b/TileEngine/physics.cpp index a31087d8..358b4306 100644 --- a/TileEngine/physics.cpp +++ b/TileEngine/physics.cpp @@ -2550,7 +2550,7 @@ BOOLEAN DoCatchObject( REAL_OBJECT *pObject ) { pObject->fDropItem = FALSE; - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_CAUGHT_ITEM ], pSoldier->name, ShortItemNames[ usItem ] ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_CAUGHT_ITEM ], pSoldier->GetName(), ShortItemNames[ usItem ] ); } return( TRUE );