GENERAL_SAVE_INFO members to SoldierID

This commit is contained in:
Asdow
2024-11-16 01:22:20 +02:00
parent 98c18495c6
commit 3ff4cc0c19
4 changed files with 39 additions and 39 deletions
+20 -20
View File
@@ -23,13 +23,13 @@
#include "message.h"
#include "GameSettings.h" // added by SANDRO
INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
UINT16 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
UINT8 gubBoxingMatchesWon = 0;
UINT8 gubBoxersRests = 0;
BOOLEAN gfBoxersResting = FALSE;
INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
SoldierID gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
UINT8 gubBoxingMatchesWon = 0;
UINT8 gubBoxersRests = 0;
BOOLEAN gfBoxersResting = FALSE;
extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
@@ -326,8 +326,8 @@ void CountPeopleInBoxingRingAndDoActions( void )
BOOLEAN CheckOnBoxers( void )
{
UINT32 uiLoop;
UINT16 ubID;
UINT32 uiLoop;
SoldierID ubID;
// repick boxer IDs every time
if ( gubBoxerID[0] == NOBODY )
@@ -337,15 +337,15 @@ BOOLEAN CheckOnBoxers( void )
{
ubID = WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 );
// WANNE: Safty check!
// WANNE: Safety check!
if (ubID < TOTAL_SOLDIERS)
{
if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT &&
IS_MERC_BODY_TYPE( MercPtrs[ ubID ] ) )
if ( FindObjClass( ubID, IC_WEAPON ) == NO_SLOT &&
IS_MERC_BODY_TYPE( ubID ) )
{
// no weapon and not a civilian so this guy is a boxer
gubBoxerID[ uiLoop ] = ubID;
DebugQuestInfo(String("CheckOnBoxers: set gubBoxerID[%d] %d", ubID, gubBoxerID[uiLoop]));
DebugQuestInfo(String("CheckOnBoxers: set gubBoxerID[%d] to %d", uiLoop, ubID.i));
}
}
}
@@ -375,8 +375,8 @@ BOOLEAN BoxerExists( void )
BOOLEAN PickABoxer( void )
{
UINT32 uiLoop;
SOLDIERTYPE* pBoxer;
UINT32 uiLoop;
SOLDIERTYPE *pBoxer;
for( uiLoop = 0; uiLoop < NUM_BOXERS; ++uiLoop )
{
@@ -385,11 +385,11 @@ BOOLEAN PickABoxer( void )
if ( gfBoxerFought[ uiLoop ] )
{
// pathetic attempt to prevent multiple AI boxers
MercPtrs[ gubBoxerID[ uiLoop ] ]->DeleteBoxingFlag();
gubBoxerID[ uiLoop ]->DeleteBoxingFlag();
}
else
{
pBoxer = MercPtrs[ gubBoxerID[ uiLoop ] ];
pBoxer = gubBoxerID[ uiLoop ];
// pick this boxer!
if ( pBoxer->bActive && pBoxer->bInSector && pBoxer->stats.bLife >= OKLIFE )
{
@@ -446,7 +446,7 @@ BOOLEAN BoxerAvailable( void )
{
if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
{
if( MercPtrs[ gubBoxerID[ ubLoop ] ]->bActive && MercPtrs[ gubBoxerID[ ubLoop ] ]->bInSector && MercPtrs[ gubBoxerID[ ubLoop ] ]->stats.bLife >= OKLIFE )
if( gubBoxerID[ ubLoop ]->bActive && gubBoxerID[ ubLoop ]->bInSector && gubBoxerID[ ubLoop ]->stats.bLife >= OKLIFE )
return( TRUE );
}
}
@@ -458,13 +458,13 @@ BOOLEAN BoxerAvailable( void )
// SEQUEL FIGHT. Maybe we could check Kingpin's location instead!
UINT8 BoxersAvailable( void )
{
UINT8 ubCount = 0;
UINT8 ubCount = 0;
for (UINT8 ubLoop = 0; ubLoop < NUM_BOXERS; ++ubLoop)
{
if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
{
if( MercPtrs[ gubBoxerID[ ubLoop ] ]->bActive && MercPtrs[ gubBoxerID[ ubLoop ] ]->bInSector && MercPtrs[ gubBoxerID[ ubLoop ] ]->stats.bLife >= OKLIFE )
if( gubBoxerID[ ubLoop ]->bActive && gubBoxerID[ ubLoop ]->bInSector && gubBoxerID[ ubLoop ]->stats.bLife >= OKLIFE )
++ubCount;
}
}