Convert SOLDIERTYPE::ubTargetID to SoldierID

This commit is contained in:
Asdow
2024-11-15 23:46:15 +02:00
parent f823cb9718
commit 566ead5815
7 changed files with 57 additions and 57 deletions
+37 -37
View File
@@ -1557,7 +1557,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( pSoldier->bTeam != gbPlayerNum )
{
// only locate if the enemy is visible or he's aiming at a player
if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && MercPtrs[ pSoldier->ubTargetID ]->bTeam == gbPlayerNum) )
if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bTeam == gbPlayerNum) )
{
LocateGridNo( pSoldier->sTargetGridNo );
}
@@ -4043,13 +4043,13 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
else if ( pSoldier->bVisible == TRUE )
{
// We were a visible enemy, say laugh!
if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( MercPtrs[ ubAttacker ] ) )
if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( ubAttacker ) )
{
// if the attacker was from the same team, play a curse, otherwise play a laugh
if ( MercPtrs[ubAttacker]->bSide == pSoldier->bSide )
MercPtrs[ubAttacker]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( ubAttacker->bSide == pSoldier->bSide )
ubAttacker->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
else
MercPtrs[ ubAttacker ]->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
ubAttacker->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
}
}
}
@@ -4061,7 +4061,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
// militia also now track kills...
if ( ubAttacker != NOBODY )
{
if ( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum )
if ( ubAttacker->bTeam == gbPlayerNum )
{
// increment kills
/////////////////////////////////////////////////////////////////////////////////////
@@ -4069,43 +4069,43 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
switch(pSoldier->ubSoldierClass)
{
case SOLDIER_CLASS_ROBOT:
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
break;
case SOLDIER_CLASS_ELITE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsElites++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsElites++;
break;
case SOLDIER_CLASS_ARMY :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsRegulars++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsRegulars++;
break;
case SOLDIER_CLASS_ADMINISTRATOR :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsAdmins++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsAdmins++;
break;
case SOLDIER_CLASS_CREATURE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
break;
case SOLDIER_CLASS_ZOMBIE :
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsZombies++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsZombies++;
break;
case SOLDIER_CLASS_BANDIT:
gMercProfiles[MercPtrs[ubAttacker]->ubProfile].records.usKillsOthers++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
break;
default :
if ( CREATURE_OR_BLOODCAT( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
else if ( ARMED_VEHICLE( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsTanks++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsTanks++;
else if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && pSoldier->bSide != gbPlayerNum )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsHostiles++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsHostiles++;
else
{
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++;
gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide) )
if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide) )
{
// not for killing animals though...
if ( pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW )
HandleDynamicOpinionChange( MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE );
HandleDynamicOpinionChange( ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE );
}
}
break;
@@ -4117,61 +4117,61 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
if (gGameExternalOptions.fDynamicOpinions)
{
if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide))
if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide))
{
// not for killing animals though...
if (pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW)
HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE);
HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE);
}
else
{
// if this enemy was attacking a freshly wounded merc, it is likely they posed a real threat - the merc will be thankful for saving their life
if (pSoldier->ubTargetID != NOBODY && MercPtrs[pSoldier->ubTargetID]->bBleeding > 10)
if (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bBleeding > 10)
{
AddOpinionEvent(MercPtrs[pSoldier->ubTargetID]->ubProfile, MercPtrs[ubAttacker]->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR);
AddOpinionEvent(pSoldier->ubTargetID->ubProfile, ubAttacker->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR);
}
else
{
// complain about a fragthief, or thank for assistance - correct event is chosen internally
HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_FRAGTHIEF, TRUE, TRUE);
HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_FRAGTHIEF, TRUE, TRUE);
}
}
}
}
else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM )
else if ( ubAttacker->bTeam == MILITIA_TEAM )
{
// get a kill! 2 points!
MercPtrs[ ubAttacker ]->ubMilitiaKills += 1;
ubAttacker->ubMilitiaKills += 1;
}
}
if ( ubAssister != NOBODY && ubAssister != ubAttacker )
{
if ( MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
if ( ubAssister->bTeam == gbPlayerNum )
{
/////////////////////////////////////////////////////////////////////////////////////
// SANDRO - new mercs' records
if( MercPtrs[ ubAttacker ] != NULL )
if( ubAttacker != NOBODY )
{
if( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum )
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMercs++;
else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM )
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMilitia++;
if( ubAttacker->bTeam == gbPlayerNum )
gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMercs++;
else if ( ubAttacker->bTeam == MILITIA_TEAM )
gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMilitia++;
else
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++;
gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
}
else
{
gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++;
gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
}
//gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].usAssists++;
//gMercProfiles[ ubAssister->ubProfile ].usAssists++;
/////////////////////////////////////////////////////////////////////////////////////
}
else if ( MercPtrs[ ubAssister ]->bTeam == MILITIA_TEAM )
else if ( ubAssister->bTeam == MILITIA_TEAM )
{
// get an assist - 1 points
MercPtrs[ubAssister]->ubMilitiaAssists += 1;
ubAssister->ubMilitiaAssists += 1;
}
}
/*