Convert INVTYPE boolean fields to flagmask (#325)

Rearranged fields from largest to smallest to remove alignment padding
This commit is contained in:
Asdow
2024-08-22 08:48:29 +03:00
committed by GitHub
parent ce02a488f0
commit 49a119e6b9
59 changed files with 1437 additions and 1336 deletions
+33 -34
View File
@@ -319,7 +319,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
pSoldier->ubProfile != NO_PROFILE &&
pTargetSoldier &&
Item[usHandItem].usItemClass != IC_MEDKIT &&
!Item[usHandItem].gascan &&
!ItemIsGascan(usHandItem) &&
!ItemCanBeAppliedToOthers(usHandItem) &&
!HasItemFlag(usHandItem, EMPTY_BLOOD_BAG) &&
!HasItemFlag( usHandItem, MEDICAL_SPLINT ) )
@@ -473,8 +473,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[ usHandItem ].usItemClass == IC_GUN || Item[ usHandItem ].usItemClass == IC_THROWING_KNIFE )
{
// WEAPONS
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: checking for fingerprintID, item id = %d,id required = %d, imprint id = %d, soldier id = %d",usHandItem,Item[usHandItem].fingerprintid,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID,pSoldier->ubProfile));
if ( Item[usHandItem].fingerprintid )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: checking for fingerprintID, item id = %d,id required = %d, imprint id = %d, soldier id = %d",usHandItem, ItemHasFingerPrintID(usHandItem), pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID,pSoldier->ubProfile));
if (ItemHasFingerPrintID(usHandItem))
{
// check imprint ID
// NB not-imprinted value is NO_PROFILE
@@ -807,7 +807,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
// ATE: Here to make cursor go back to move after LAW shot...
if ( fFromUI && Item[usHandItem].singleshotrocketlauncher)
if ( fFromUI && ItemIsSingleShotRocketLauncher(usHandItem) )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
@@ -969,7 +969,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
BOOLEAN fCorpse = FALSE;
if(pCorpse != NULL)
fCorpse = IsValidDecapitationCorpse( pCorpse );
if ( Item[usHandItem].wirecutters && pTargetSoldier == NULL && !pCorpse ) // Madd: quick fix to allow wirecutter/knives
if (ItemIsWirecutters(usHandItem) && pTargetSoldier == NULL && !pCorpse ) // Madd: quick fix to allow wirecutter/knives
{
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
@@ -1025,7 +1025,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
if ( Item[usHandItem].toolkit )
if (ItemIsToolkit(usHandItem))
{
UINT8 ubMercID;
BOOLEAN fVehicle = FALSE;
@@ -1098,7 +1098,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
if ( Item[usHandItem].gascan )
if (ItemIsGascan(usHandItem))
{
UINT8 ubMercID;
INT32 sVehicleGridNo=-1;
@@ -1170,7 +1170,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
if ( Item[usHandItem].jar )
if (ItemIsJar(usHandItem))
{
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
@@ -1614,7 +1614,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
if ( Item[usHandItem].canandstring )
if (ItemIsCanAndString(usHandItem))
{
STRUCTURE *pStructure;
LEVELNODE *pIntTile;
@@ -1686,7 +1686,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
DeductPoints( pSoldier, sAPCost, 0 );
if ( Item[usHandItem].xray )
if (ItemHasXRay(usHandItem))
{
PlayJA2Sample( USE_X_RAY_MACHINE, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
@@ -1867,7 +1867,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime, 0 );
// Check if these is room to place mortar!
if ( Item[usHandItem].mortar )
if (ItemIsMortar(usHandItem))
{
ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier );
@@ -1881,7 +1881,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
//pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;//dnl ch72 270913 no reason why not charge for stance change
}
else if ( Item[usHandItem].grenadelauncher )//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
else if (ItemIsGrenadeLauncher(usHandItem))//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
{
GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime );
usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
@@ -1960,7 +1960,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[ usHandItem ].ubCursor == INVALIDCURS )
{
// Found detonator...
if ( HasAttachmentOfClass( &(pSoldier->inv[pSoldier->ubAttackingHand]), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || Item[usHandItem].tripwire )
if ( HasAttachmentOfClass( &(pSoldier->inv[pSoldier->ubAttackingHand]), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || ItemIsTripwire(usHandItem))
{
StartBombMessageBox( pSoldier, sGridNo );
@@ -1980,7 +1980,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// Does this have detonator that needs info?
if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || Item[ (&(pSoldier->inv[ HANDPOS ] ))->usItem ].tripwire == 1)
if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || ItemIsTripwire((&(pSoldier->inv[ HANDPOS ] ))->usItem) )
{
StartBombMessageBox( pSoldier, sGridNo );
}
@@ -2003,7 +2003,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
if ( iResult >= 0 )
{
// Less explosives gain for placing tripwire
if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire )
if (ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem))
StatChange( pSoldier, EXPLODEAMT, 1, FALSE );
else if ( HasItemFlag( (pSoldier->inv[HANDPOS]).usItem, BEARTRAP ) )
StatChange( pSoldier, MECHANAMT, 10, FALSE );
@@ -2027,7 +2027,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
pSoldier->inv[ HANDPOS ][0]->data.bTrap++;
// anv: additional tile properties - modify trap level depending on its placement
if(gGameExternalOptions.fAdditionalTileProperties && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
if(gGameExternalOptions.fAdditionalTileProperties && !ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem))
{
ADDITIONAL_TILE_PROPERTIES_VALUES zAllTileValues = GetAllAdditonalTilePropertiesForGrid( sGridNo, pSoldier->pathing.bLevel );
pSoldier->inv[ HANDPOS ][0]->data.bTrap += zAllTileValues.bTrapBonus;
@@ -2072,7 +2072,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
StatChange( pSoldier, EXPLODEAMT, 10, FROM_FAILURE );
// oops! How badly did we screw up?
if ( iResult < -20 && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
if ( iResult < -20 && !ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem) )
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ HANDPOS ] );
@@ -2576,7 +2576,7 @@ void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGr
if ( ItemExistsAtLocation( sGridNo, iItemIndex, pSoldier->pathing.bLevel ) )
{
// Flugente: if item is tripwireactivated and is a planted bomb, call the defuse dialogue. We obviously know about the items' existence already...
if ( gWorldItems[ iItemIndex ].object.exists() && gWorldItems[ iItemIndex ].object.fFlags & OBJECT_ARMED_BOMB && Item[gWorldItems[ iItemIndex ].object.usItem].tripwireactivation == 1 )
if ( gWorldItems[ iItemIndex ].object.exists() && gWorldItems[ iItemIndex ].object.fFlags & OBJECT_ARMED_BOMB && ItemHasTripwireActivation(gWorldItems[ iItemIndex ].object.usItem) )
{
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
gpBoobyTrapSoldier = pSoldier;
@@ -2998,8 +2998,7 @@ OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bV
if ( TERRAIN_IS_WATER( bTerrainID) )
{
// if ( Item[ pObject->usItem ].fFlags & ITEM_SINKS )
if ( Item[ pObject->usItem ].sinks )
if (ItemSinks(pObject->usItem))
{
return( NULL );
}
@@ -3340,7 +3339,7 @@ BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemInde
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( Item[gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem].marbles )
if (ItemIsMarbles(gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem))
{
if ( piItemIndex )
{
@@ -5154,7 +5153,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo )
gpTempSoldier = pSoldier;
gsTempGridNo = sGridNo;
if (Item[ pSoldier->inv[HANDPOS].usItem].remotetrigger )
if (ItemIsRemoteTrigger(pSoldier->inv[HANDPOS].usItem))
{
wcscpy( gzUserDefinedButton[0], L"1" );
wcscpy( gzUserDefinedButton[1], L"2" );
@@ -5249,7 +5248,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL );
}
else if ( Item[ (&(pSoldier->inv[HANDPOS]))->usItem ].tripwire == 1 )
else if (ItemIsTripwire((&(pSoldier->inv[HANDPOS]))->usItem))
{
wcscpy( gzUserDefinedButton[0], L"1-A" );
wcscpy( gzUserDefinedButton[1], L"1-B" );
@@ -5573,10 +5572,10 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
if (gpTempSoldier)
{
// sevenfm: remember last tripwire network settings
if(Item[ gpTempSoldier->inv[HANDPOS].usItem ].tripwire )
if(ItemIsTripwire(gpTempSoldier->inv[HANDPOS].usItem))
gubLastTripwire = ubExitValue;
if (Item[ gpTempSoldier->inv[HANDPOS].usItem ].remotetrigger )
if (ItemIsRemoteTrigger(gpTempSoldier->inv[HANDPOS].usItem))
{
// Flugente: jamming can prevent bomb activation
if ( !gSkillTraitValues.fVOJammingBlocksRemoteBombs || !SectorJammed() )
@@ -5602,7 +5601,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
if ( iResult >= 0 )
{
// Less explosives gain for placing tripwire
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire == 1 )
if (ItemIsTripwire(gpTempSoldier->inv[ HANDPOS ].usItem))
StatChange( gpTempSoldier, EXPLODEAMT, 5, FALSE );
else if ( HasItemFlag( (gpTempSoldier->inv[HANDPOS]).usItem, BEARTRAP ) )
StatChange( gpTempSoldier, MECHANAMT, 10, FALSE );
@@ -5643,7 +5642,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
else
{
// we can't blow up tripwire, no matter how bad we fail
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
if ( !ItemIsTripwire(gpTempSoldier->inv[ HANDPOS ].usItem))
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection, &gpTempSoldier->inv[ HANDPOS ] );
@@ -5699,7 +5698,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
gTempObject[0]->data.ubDirection = gpTempSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
// Flugente: tripwire was called through a messagebox, but has to be buried nevertheless
if ( Item[ (&gTempObject)->usItem ].tripwire == 1 )
if (ItemIsTripwire((&gTempObject)->usItem))
{
AddItemToPool( gsTempGridNo, &gTempObject, BURIED, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
// sevenfm: set flag only if planting tripwire
@@ -5839,7 +5838,7 @@ BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot )
// shape to be usable, and doesn't break during use.
// Exception: land mines. You can bury them broken, they just won't blow!
// if ( (Item[ pObj->usItem ].fFlags & ITEM_DAMAGEABLE) && (pObj->usItem != MINE) && (Item[ pObj->usItem ].usItemClass != IC_MEDKIT) && pObj->usItem != GAS_CAN )
if ( Item[pObj->usItem].damageable && !Item[pObj->usItem].mine && (Item[pObj->usItem].usItemClass != IC_MEDKIT) && !Item[pObj->usItem].gascan && !IsStructureConstructItem( pObj->usItem, pSoldier->sGridNo, NULL ) )
if (ItemIsDamageable(pObj->usItem) && !ItemIsMine(pObj->usItem) && (Item[pObj->usItem].usItemClass != IC_MEDKIT) && !ItemIsGascan(pObj->usItem) && !IsStructureConstructItem( pObj->usItem, pSoldier->sGridNo, NULL ) )
{
// if it's still usable, check whether it breaks
if ( (*pObj)[0]->data.objectStatus >= USABLE)
@@ -6103,7 +6102,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
CreateItem(gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &TempObject);
// also spawn attached guns/explosives
if (gTempObject.usItem != ACTION_ITEM && (Item[gTempObject.usItem].tripwire || Item[gTempObject.usItem].usItemClass & IC_EXPLOSV))
if (gTempObject.usItem != ACTION_ITEM && (ItemIsTripwire(gTempObject.usItem) || Item[gTempObject.usItem].usItemClass & IC_EXPLOSV))
{
// search for attached items
OBJECTTYPE* pAttItem = NULL;
@@ -6990,7 +6989,7 @@ INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius )
BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay )
{
if ( Item[pSoldier->inv[ pSoldier->ubAttackingHand ].usItem].fingerprintid )
if (ItemHasFingerPrintID(pSoldier->inv[ pSoldier->ubAttackingHand ].usItem))
{
// check imprint ID
// NB not-imprinted value is NO_PROFILE
@@ -7042,7 +7041,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
fStealItem = FALSE;
pObject=&pOpponent->inv[i];
if ((pObject->exists() == true) && !(Item[pObject->usItem].defaultundroppable )) // CHECK! Undroppable items cannot be stolen - SANDRO
if ((pObject->exists() == true) && !ItemIsUndroppableByDefault(pObject->usItem)) // CHECK! Undroppable items cannot be stolen - SANDRO
{
// Is the enemy collapsed
if ( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed )
@@ -9855,7 +9854,7 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
}
}
// if we want to equip a two-handed item in our first hand, also drop whatever we have in the second hand
else if ( node.slot == HANDPOS && Item[node.item].twohanded && pSoldier->inv[SECONDHANDPOS].exists( ) )
else if ( node.slot == HANDPOS && ItemIsTwoHanded(node.item) && pSoldier->inv[SECONDHANDPOS].exists( ) )
{
AutoPlaceObjectInInventoryStash( &pSoldier->inv[SECONDHANDPOS], pSoldier->sGridNo, pSoldier->pathing.bLevel );
DeleteObj( &pSoldier->inv[SECONDHANDPOS] );
@@ -10268,7 +10267,7 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
}
// if there is water in this sector, refill canteens
if ( refillwaterfromsector && Item[(pSoldier->inv[slot]).usItem].canteen && Food[Item[(pSoldier->inv[slot]).usItem].foodtype].bDrinkPoints > 0 )
if ( refillwaterfromsector && ItemIsCanteen(pSoldier->inv[slot].usItem) && Food[Item[(pSoldier->inv[slot]).usItem].foodtype].bDrinkPoints > 0 )
{
OBJECTTYPE* pObj = &(pSoldier->inv[slot]);