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
+56 -47
View File
@@ -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 );
}
}
}