wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-02 22:00:02 +00:00
parent cd300e83c0
commit 2f1c433c22
24 changed files with 296 additions and 281 deletions
+13 -13
View File
@@ -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 );
}
}