Convert functions and globals to SoldierID

This commit is contained in:
Asdow
2024-11-17 14:53:52 +02:00
parent f58cf588a6
commit 34f0b40f93
23 changed files with 240 additions and 249 deletions
+30 -32
View File
@@ -3287,9 +3287,9 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
void InternalSelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
{
SOLDIERTYPE *pSoldier, *pOldSoldier;
SOLDIERTYPE *pSoldier, *pOldSoldier;
// ARM: can't call SelectSoldier() in mapscreen, that will initialize interface panels!!!
// ATE: Adjusted conditions a bit ( sometimes were not getting selected )
@@ -3312,7 +3312,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
// Get guy
pSoldier = MercPtrs[ usSoldierID ];
pSoldier = usSoldierID;
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
@@ -3460,7 +3460,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
}
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
void SelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
{
InternalSelectSoldier( usSoldierID, fAcknowledge, fForceReselect, FALSE );
}
@@ -3575,14 +3575,13 @@ void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator)
ShowRadioLocator( usSoldierID, SHOW_LOCATOR_NORMAL );
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( MercPtrs[ usSoldierID ]->sGridNo ) )
if ( GridNoOnScreen( usSoldierID->sGridNo ) )
{
return;
}
// sGridNo here for DG compatibility
gTacticalStatus.sSlideTarget = MercPtrs[ usSoldierID ]->sGridNo;
gTacticalStatus.sSlideReason = usReasonID;
gTacticalStatus.sSlideTarget = usSoldierID->sGridNo;
// Plot new path!
gfPlotNewMovement = TRUE;
@@ -3612,8 +3611,8 @@ void SlideToLocation( INT32 sDestGridNo )
void RebuildAllSoldierShadeTables( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
UINT32 cnt;
SOLDIERTYPE *pSoldier;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
@@ -3628,11 +3627,11 @@ void RebuildAllSoldierShadeTables( )
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
INT32 iNewSelectedSoldier = -1;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fMissionFailed = TRUE;
INT8 bBuddyIndex;
INT32 cnt;
INT32 iNewSelectedSoldier = -1;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fMissionFailed = TRUE;
INT8 bBuddyIndex;
VerifyPublicOpplistDueToDeath( pSoldier );
@@ -4169,7 +4168,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
// killing crows/cows is not worth any experience!
if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) //&& pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS ) // SANDRO - why not give exp for bleeding out?
{
UINT16 ubAssister = NOBODY;
SoldierID ubAssister = NOBODY;
// if it was a kill by a player's merc
if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum )
@@ -4218,10 +4217,10 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
}
// if it was assisted by a player's merc
if (ubAssister != NOBODY && MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
if (ubAssister != NOBODY && ubAssister->bTeam == gbPlayerNum )
{
// EXPERIENCE CLASS GAIN: Earned an assist
StatChange( MercPtrs[ ubAssister ], EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
StatChange( ubAssister, EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
}
}
@@ -4252,7 +4251,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
if( Get3RandomQualifiedMercs( &SoldierId1, &SoldierId2, NULL ) != 0 )
{
//Say the "he blew himself up quote"
TacticalCharacterDialogue( &Menptr[SoldierId1], QUOTE_GREETING );
TacticalCharacterDialogue( SoldierId1, QUOTE_GREETING );
//if there isnt a second soldier
if( SoldierId2 == NOBODY )
@@ -4261,7 +4260,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
}
//say the "darn he took the inventoruy with him"
TacticalCharacterDialogue( &Menptr[SoldierId2], QUOTE_SMALL_TALK );
TacticalCharacterDialogue( SoldierId2, QUOTE_SMALL_TALK );
}
}
#endif
@@ -4272,7 +4271,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
UINT16 LastActiveTeamMember( UINT16 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ ubTeam ].bLastID;
@@ -4682,8 +4681,8 @@ SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
{
// change civ group side due to external event (wall blowing up)
INT32 cnt;
SOLDIERTYPE * pSoldier;
INT32 cnt;
SOLDIERTYPE *pSoldier;
gTacticalStatus.fCivGroupHostile[ ubCivilianGroup ] = CIV_GROUP_HOSTILE;
@@ -4741,9 +4740,8 @@ void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
void MilitiaChangesSides( )
{
// make all the militia change sides
INT32 cnt;
SOLDIERTYPE * pSoldier;
INT32 cnt;
SOLDIERTYPE *pSoldier;
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
{
@@ -4783,7 +4781,7 @@ gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE;
UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
UINT16 ubCount = 0;
cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
@@ -4801,11 +4799,11 @@ UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
}
UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
SoldierID FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT16 bLastTeamID;
UINT16 cnt;
SOLDIERTYPE *pTeamSoldier;
SOLDIERTYPE *pTeamSoldier;
cnt = pSoldier->ubID + 1;
bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
@@ -4915,11 +4913,11 @@ SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier )
}
UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT16 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
UINT16 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
// loop back