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
+25 -25
View File
@@ -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 );