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
+15 -15
View File
@@ -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() );
}
}
}