diff --git a/Ja2/SaveLoadGame.cpp b/Ja2/SaveLoadGame.cpp index 7af72c6bf..575b25b7e 100644 --- a/Ja2/SaveLoadGame.cpp +++ b/Ja2/SaveLoadGame.cpp @@ -304,7 +304,7 @@ typedef struct INT16 sContractRehireSoldierID; - GAME_OPTIONS GameOptions; + GAME_OPTIONS GameOptions; UINT32 uiSeedNumber; @@ -322,7 +322,7 @@ typedef struct BOOLEAN fDisableMapInterfaceDueToBattle; INT32 sBoxerGridNo[ NUM_BOXERS ]; - UINT8 ubBoxerID[ NUM_BOXERS ]; + UINT16 ubBoxerID[ NUM_BOXERS ]; BOOLEAN fBoxerFought[ NUM_BOXERS ]; BOOLEAN fHelicopterDestroyed; //if the chopper is destroyed @@ -412,7 +412,7 @@ typedef struct UINT32 uiMeanWhileFlags; - INT8 bSelectedInfoChar; + INT16 bSelectedInfoChar; INT8 bHospitalPriceModifier; INT8 bUnused2[ 2 ]; @@ -1936,7 +1936,7 @@ use of this function should allow changes to be made to various structures withi INT32 ReadFieldByField(HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount) { UINT32 uiNumBytesRead; - char padding[10]; + char padding[10]; UINT32 uiBytesRead = uiCurByteCount; // used to track our new byte count UINT32 sampleBytesRead = uiBytesRead; // used to determine how much padding is needed @@ -8794,7 +8794,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile ) numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableDueToBattleRoster, sizeof(sGeneralInfo.fDisableDueToBattleRoster), sizeof(BOOLEAN), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableMapInterfaceDueToBattle, sizeof(sGeneralInfo.fDisableMapInterfaceDueToBattle), sizeof(BOOLEAN), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sBoxerGridNo, sizeof(sGeneralInfo.sBoxerGridNo), sizeof(INT32), numBytesRead); - numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT8), numBytesRead); + numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT16), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fBoxerFought, sizeof(sGeneralInfo.fBoxerFought), sizeof(BOOLEAN), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fHelicopterDestroyed, sizeof(sGeneralInfo.fHelicopterDestroyed), sizeof(BOOLEAN), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fShowMapScreenHelpText, sizeof(sGeneralInfo.fShowMapScreenHelpText), sizeof(BOOLEAN), numBytesRead); @@ -8872,7 +8872,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile ) numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fExplosionQueueActive, sizeof(sGeneralInfo.fExplosionQueueActive), sizeof(BOOLEAN), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubUnused, sizeof(sGeneralInfo.ubUnused), sizeof(UINT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.uiMeanWhileFlags, sizeof(sGeneralInfo.uiMeanWhileFlags), sizeof(UINT32), numBytesRead); - numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT8), numBytesRead); + numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT16), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bHospitalPriceModifier, sizeof(sGeneralInfo.bHospitalPriceModifier), sizeof(INT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bUnused2, sizeof(sGeneralInfo.bUnused2), sizeof(INT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.iHospitalTempBalance, sizeof(sGeneralInfo.iHospitalTempBalance), sizeof(INT32), numBytesRead); @@ -9096,7 +9096,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile ) fDisableMapInterfaceDueToBattle = sGeneralInfo.fDisableMapInterfaceDueToBattle; memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) ); - memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT8 ) ); + memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT16 ) ); memcpy( &gfBoxerFought, &sGeneralInfo.fBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) ); //Load the helicopter status diff --git a/Ja2/gamescreen.cpp b/Ja2/gamescreen.cpp index 0e5321fb7..dcaa3be89 100644 --- a/Ja2/gamescreen.cpp +++ b/Ja2/gamescreen.cpp @@ -735,11 +735,11 @@ UINT32 MainGameScreenHandle(void) if ( !ARE_IN_FADE_IN( ) ) { - HandleAutoBandagePending( ); + HandleAutoBandagePending( ); - #ifdef JA2UB - HandleThePlayerBeNotifiedOfSomeoneElseInSector(); - #endif +#ifdef JA2UB + HandleThePlayerBeNotifiedOfSomeoneElseInSector(); +#endif } diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index ec1410dfa..f1711ed8f 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -18418,7 +18418,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn continue; } - if( IsEntryInSelectedListSet( ( INT8 )iCounter ) == FALSE ) + if( IsEntryInSelectedListSet( iCounter ) == FALSE ) { continue; } diff --git a/Strategic/Map Screen Interface.cpp b/Strategic/Map Screen Interface.cpp index 1bb2343ee..b606329e1 100644 --- a/Strategic/Map Screen Interface.cpp +++ b/Strategic/Map Screen Interface.cpp @@ -450,7 +450,7 @@ void InitalizeVehicleAndCharacterList( void ) memset(&gCharactersList, 0, sizeof( gCharactersList )); } -void SetEntryInSelectedCharacterList( INT8 bEntry ) +void SetEntryInSelectedCharacterList( INT16 bEntry ) { Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) ); @@ -458,7 +458,7 @@ void SetEntryInSelectedCharacterList( INT8 bEntry ) fSelectedListOfMercsForMapScreen[ bEntry ] = TRUE; } -void ResetEntryForSelectedList( INT8 bEntry ) +void ResetEntryForSelectedList( INT16 bEntry ) { Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) ); @@ -480,7 +480,7 @@ void ResetSelectedListForMapScreen( void ) } } -BOOLEAN IsEntryInSelectedListSet( INT8 bEntry ) +BOOLEAN IsEntryInSelectedListSet( INT16 bEntry ) { Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) ); @@ -489,7 +489,7 @@ BOOLEAN IsEntryInSelectedListSet( INT8 bEntry ) return( fSelectedListOfMercsForMapScreen[ bEntry ] ); } -void ToggleEntryInSelectedList( INT8 bEntry ) +void ToggleEntryInSelectedList( INT16 bEntry ) { Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) ); @@ -497,9 +497,9 @@ void ToggleEntryInSelectedList( INT8 bEntry ) fSelectedListOfMercsForMapScreen[ bEntry ] = !( fSelectedListOfMercsForMapScreen[ bEntry ] ); } -void BuildSelectedListFromAToB( INT8 bA, INT8 bB ) +void BuildSelectedListFromAToB( INT16 bA, INT16 bB ) { - INT8 bStart =0, bEnd = 0; + INT16 bStart =0, bEnd = 0; // run from a to b..set slots as selected @@ -636,7 +636,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier ) if ( !CanSoldierMoveWithVehicleId( pSoldier2, pSoldier->iVehicleId ) ) { // reset entry for selected list - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } } // if anchor guy IS a vehicle @@ -645,7 +645,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier ) if ( !CanSoldierMoveWithVehicleId( pSoldier2, pSoldier->bVehicleID ) ) { // reset entry for selected list - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } } // if this guy is IN a vehicle @@ -654,7 +654,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier ) if ( !CanSoldierMoveWithVehicleId( pSoldier, pSoldier2->iVehicleId ) ) { // reset entry for selected list - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } } // if this guy IS a vehicle @@ -663,13 +663,13 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier ) if ( !CanSoldierMoveWithVehicleId( pSoldier, pSoldier2->bVehicleID ) ) { // reset entry for selected list - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } } // reject those not a squad (vehicle handled above) else if( pSoldier2->bAssignment >= ON_DUTY ) { - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } else { @@ -678,14 +678,14 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier ) ( pSoldier->sSectorY != pSoldier2->sSectorY ) || ( pSoldier->bSectorZ != pSoldier2->bSectorZ ) ) { - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } // if either is between sectors, they must be in the same movement group if ( ( pSoldier->flags.fBetweenSectors || pSoldier2->flags.fBetweenSectors ) && ( pSoldier->ubGroupID != pSoldier2->ubGroupID ) ) { - ResetEntryForSelectedList( ( INT8 )iCounter ); + ResetEntryForSelectedList( iCounter ); } } @@ -715,7 +715,7 @@ void SelectUnselectedMercsWhoMustMoveWithThisGuy( void ) if ( AnyMercInSameSquadOrVehicleIsSelected( pSoldier ) ) { // then also select this guy - SetEntryInSelectedCharacterList( ( INT8 ) iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } } @@ -2600,7 +2600,7 @@ void GoToNextCharacterInList( void ) { if ( ( gCharactersList[ iCount ].fValid ) && ( iCount < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCount ) ) { - ChangeSelectedInfoChar( ( INT8 )iCount, TRUE ); + ChangeSelectedInfoChar( iCount, TRUE ); break; } else @@ -2635,7 +2635,7 @@ void GoToFirstCharacterInList( void ) { if ( ( gCharactersList[ iCounter ].fValid ) && ( iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCounter ) ) { - ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE ); + ChangeSelectedInfoChar( iCounter, TRUE ); break; } } @@ -2661,7 +2661,7 @@ void GoToLastCharacterInList( void ) { if ( ( gCharactersList[ iCounter ].fValid ) && ( iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCounter ) ) { - ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE ); + ChangeSelectedInfoChar( iCounter, TRUE ); break; } } @@ -2691,7 +2691,7 @@ void GoToPrevCharacterInList( void ) { if ( ( gCharactersList[ iCount ].fValid ) && ( iCount < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCount ) ) { - ChangeSelectedInfoChar( ( INT8 )iCount, TRUE ); + ChangeSelectedInfoChar( iCount, TRUE ); break; } else @@ -4602,11 +4602,11 @@ void HandleSettingTheSelectedListOfMercs( void ) // make DEST column glow giDestHighLine = iCounter; - ChangeSelectedInfoChar( ( INT16 ) iCounter, TRUE ); + ChangeSelectedInfoChar( iCounter, TRUE ); } // add this guy to the selected list of grunts - SetEntryInSelectedCharacterList( ( INT8 )iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } } diff --git a/Strategic/Map Screen Interface.h b/Strategic/Map Screen Interface.h index 69c19e3ae..44adfbc6b 100644 --- a/Strategic/Map Screen Interface.h +++ b/Strategic/Map Screen Interface.h @@ -437,24 +437,24 @@ extern BOOLEAN fResetContractGlow; void InitalizeVehicleAndCharacterList( void ); // set this entry to as selected -void SetEntryInSelectedCharacterList( INT8 bEntry ); +void SetEntryInSelectedCharacterList( INT16 bEntry ); // set this entry to as unselected -void ResetEntryForSelectedList( INT8 bEntry ); +void ResetEntryForSelectedList( INT16 bEntry ); // reset selected list void ResetSelectedListForMapScreen( ); // build a selected list from a to b, inclusive -void BuildSelectedListFromAToB( INT8 bA, INT8 bB ); +void BuildSelectedListFromAToB( INT16 bA, INT16 bB ); // isa this entry int he selected character list set? -BOOLEAN IsEntryInSelectedListSet( INT8 bEntry ); +BOOLEAN IsEntryInSelectedListSet( INT16 bEntry ); // is there more than one person selected? BOOLEAN MultipleCharacterListEntriesSelected( void ); // toggle this entry on or off -void ToggleEntryInSelectedList( INT8 bEntry ); +void ToggleEntryInSelectedList( INT16 bEntry ); // reset assignments for mercs on selected list who have this assignment // HEADROCK HAM 3.6: Argument was unused... adding my own. @@ -745,4 +745,4 @@ extern BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbError extern BOOLEAN MapscreenCanPassItemToCharNum( INT32 iNewCharSlot ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index d1bf91a47..97d670ba3 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -930,7 +930,7 @@ void ChangeMapScreenMaskCursor( UINT16 usCursor ); void CancelOrShortenPlottedPath( void ); // HEADROCK HAM B2.8: Added argument to enable multi-selecting entire squads -BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickAssignments ); +BOOLEAN HandleCtrlOrShiftInTeamPanel( INT16 bCharNumber, BOOLEAN fFromRightClickAssignments ); INT32 GetContractExpiryTime( SOLDIERTYPE *pSoldier ); @@ -7648,7 +7648,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent ) { bSelectedAssignChar = ( INT16 )giHighLine; RebuildAssignmentsBox( ); - ChangeSelectedInfoChar( ( INT16 ) giHighLine, FALSE ); + ChangeSelectedInfoChar( giHighLine, FALSE ); fShowAssignmentMenu = TRUE; } } @@ -11329,12 +11329,12 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay)) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, FALSE )) + if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, FALSE )) { return; } - ChangeSelectedInfoChar( ( INT8 ) iValue+ FIRSTmercTOdisplay, TRUE ); + ChangeSelectedInfoChar( iValue+ FIRSTmercTOdisplay, TRUE ); pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ]; @@ -11387,7 +11387,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ]; // select this character - ChangeSelectedInfoChar( ( INT8 ) iValue+ FIRSTmercTOdisplay, TRUE ); + ChangeSelectedInfoChar( iValue+ FIRSTmercTOdisplay, TRUE ); if (!isWidescreenUI()) { @@ -11484,13 +11484,13 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay)) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, FALSE )) + if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, FALSE )) { return; } // reset list if the clicked character isn't also selected - ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay) == FALSE ) ); + ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay) == FALSE ) ); pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay ].usSolID ]; @@ -11554,7 +11554,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, TRUE )) + if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, TRUE )) { return; } @@ -11571,7 +11571,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE ) { - ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, TRUE ); + ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, TRUE ); pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ]; @@ -11612,7 +11612,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if ( AnyMercInSameSquadOrVehicleIsSelected( pSoldier ) ) { // then also select this guy - SetEntryInSelectedCharacterList( ( INT8 ) iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } } @@ -11723,13 +11723,13 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay)) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay , FALSE )) + if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay , FALSE )) { return; } // reset list if the clicked character isn't also selected - ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) ); + ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) ); // deselect any characters/vehicles that can't accompany the clicked merc DeselectSelectedListMercsWhoCantMoveWithThisGuy( &( Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay ].usSolID ] ) ); @@ -11809,7 +11809,7 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) MakeMapModesSuitableForDestPlotting( ( INT8 ) iValue + FIRSTmercTOdisplay ); // reset list if the clicked character isn't also selected - ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) ); + ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) ); CancelPathsOfAllSelectedCharacters(); @@ -11900,13 +11900,13 @@ void TeamListSleepRegionBtnCallBack( MOUSE_REGION *pRegion, INT32 iReason ) if( ( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE ) ) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay , FALSE )) + if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay , FALSE )) { return; } // reset list if the clicked character isn't also selected - ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) ); + ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) ); // if this slot's sleep status can be changed if ( CanChangeSleepStatusForCharSlot( (INT8) iValue + FIRSTmercTOdisplay ) ) @@ -12042,7 +12042,7 @@ static void HandleSelectedMercsContract() continue; } - if (IsEntryInSelectedListSet((INT8)iCounter) == FALSE) + if (IsEntryInSelectedListSet(iCounter) == FALSE) { continue; } @@ -12118,13 +12118,13 @@ void TeamListContractRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason ) if ((gCharactersList[iValue + FIRSTmercTOdisplay].fValid == TRUE)) { // HEADROCK HAM B2.8: Added argument for multi-select entire squads - if (HandleCtrlOrShiftInTeamPanel((INT8)iValue + FIRSTmercTOdisplay, FALSE)) + if (HandleCtrlOrShiftInTeamPanel(iValue + FIRSTmercTOdisplay, FALSE)) { return; } // reset list if the clicked character isn't also selected - ChangeSelectedInfoChar((INT8)iValue + FIRSTmercTOdisplay, (BOOLEAN)(IsEntryInSelectedListSet((INT8)iValue + FIRSTmercTOdisplay) == FALSE)); + ChangeSelectedInfoChar(iValue + FIRSTmercTOdisplay, (BOOLEAN)(IsEntryInSelectedListSet(iValue + FIRSTmercTOdisplay) == FALSE)); HandleSelectedMercsContract(); } @@ -14925,13 +14925,13 @@ void SortListOfMercsInTeamPanel( BOOLEAN fRetainSelectedMercs, BOOLEAN fReverse // this guy is selected if( pSelectedSoldier[ iCounter ] == pCurrentSoldier ) { - SetEntryInSelectedCharacterList( ( INT8 ) iCounterA ); + SetEntryInSelectedCharacterList( iCounterA ); } // update who the currently selected info guy is if( pPreviousSelectedInfoChar == pCurrentSoldier ) { - ChangeSelectedInfoChar( ( INT8 ) iCounterA, FALSE ); + ChangeSelectedInfoChar( iCounterA, FALSE ); } } } @@ -15537,7 +15537,7 @@ void CancelOrShortenPlottedPath( void ) } -BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickAssignments ) +BOOLEAN HandleCtrlOrShiftInTeamPanel( INT16 bCharNumber, BOOLEAN fFromRightClickAssignments ) { // HEADROCK HAM B2.8: New condition based on new argument. if (fFromRightClickAssignments) @@ -15569,7 +15569,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSelected->iVehicleId == pSoldier->bVehicleID ) ) { // then also select this guy - SetEntryInSelectedCharacterList( ( INT8 ) iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } @@ -15582,7 +15582,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA // make sure only trainers/trainees of the same stat are selected together. if (pSoldier->bTrainStat == pSelected->bTrainStat) { - SetEntryInSelectedCharacterList( ( INT8 ) iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } @@ -15591,7 +15591,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA pSoldier->sSectorY == pSelected->sSectorY && pSoldier->sZLevel == pSelected->sZLevel ) { - SetEntryInSelectedCharacterList( ( INT8 ) iCounter ); + SetEntryInSelectedCharacterList( iCounter ); } } } @@ -15624,7 +15624,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSelected->iVehicleId == pSoldier->bVehicleID ) ) { // then also select this guy - ResetEntryForSelectedList( ( INT8 ) iCounter ); + ResetEntryForSelectedList( iCounter ); } } @@ -15637,7 +15637,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA // make sure only trainers/trainees of the same stat are selected together. if (pSoldier->bTrainStat == pSelected->bTrainStat) { - ResetEntryForSelectedList( ( INT8 ) iCounter ); + ResetEntryForSelectedList( iCounter ); } } @@ -15646,7 +15646,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA pSoldier->sSectorY == pSelected->sSectorY && pSoldier->sZLevel == pSelected->sZLevel ) { - ResetEntryForSelectedList( ( INT8 ) iCounter ); + ResetEntryForSelectedList( iCounter ); } } } @@ -15852,7 +15852,7 @@ void CopyPathToAllSelectedCharacters( PathStPtr pPath ) void CancelPathsOfAllSelectedCharacters() { - INT8 bCounter = 0; + INT16 bCounter = 0; SOLDIERTYPE *pSoldier = NULL; BOOLEAN fSkyriderMsgShown = FALSE; @@ -17049,7 +17049,7 @@ void ClearPreviousPaths( void ) void SelectAllCharactersInSquad( INT8 bSquadNumber ) { - INT8 bCounter; + INT16 bCounter; BOOLEAN fFirstOne = TRUE; SOLDIERTYPE *pSoldier; diff --git a/Tactical/Overhead.h b/Tactical/Overhead.h index 33c6cfae7..b33789570 100644 --- a/Tactical/Overhead.h +++ b/Tactical/Overhead.h @@ -23,12 +23,12 @@ enum // TACTICAL ENGINE STATUS FLAGS typedef struct { - UINT16 bFirstID; - UINT16 bLastID; + UINT16 bFirstID; + UINT16 bLastID; COLORVAL RadarColor; INT8 bSide; - INT16 bMenInSector; - UINT16 ubLastMercToRadio; + INT16 bMenInSector; + UINT16 ubLastMercToRadio; INT8 bTeamActive; INT8 bAwareOfOpposition; INT8 bHuman; @@ -60,108 +60,108 @@ enum struct TacticalStatusType { - UINT32 uiFlags; + UINT32 uiFlags; TacticalTeamType Team[ MAXTEAMS ]; - UINT8 ubCurrentTeam; - INT32 sSlideTarget; - INT16 sSlideReason; - UINT32 uiTimeSinceMercAIStart; - INT8 fPanicFlags; - INT32 sPanicTriggerGridNoUnused; - INT16 sHandGrid; - UINT16 ubSpottersCalledForBy; - UINT16 ubTheChosenOne; - UINT32 uiTimeOfLastInput; - UINT32 uiTimeSinceDemoOn; - UINT32 uiCountdownToRestart; - BOOLEAN fGoingToEnterDemo; - BOOLEAN fNOTDOLASTDEMO; - BOOLEAN fMultiplayer; - BOOLEAN fCivGroupHostile[ NUM_CIV_GROUPS ]; - UINT8 ubLastBattleSectorX; - UINT8 ubLastBattleSectorY; - BOOLEAN fLastBattleWon; - INT8 bOriginalSizeOfEnemyForce; - INT8 bPanicTriggerIsAlarmUnused; - BOOLEAN fVirginSector; - BOOLEAN fEnemyInSector; - BOOLEAN fInterruptOccurred; - INT8 bRealtimeSpeed; - UINT8 ubEnemyIntention; - UINT8 ubEnemyIntendedRetreatDirection; - UINT16 ubEnemySightingOnTheirTurnEnemyID; - UINT16 ubEnemySightingOnTheirTurnPlayerID; - BOOLEAN fEnemySightingOnTheirTurn; - BOOLEAN fAutoBandageMode; - UINT8 ubAttackBusyCount; - INT8 bNumEnemiesFoughtInBattleUnused; - UINT16 ubEngagedInConvFromActionMercID; - UINT16 usTactialTurnLimitCounter; - BOOLEAN fInTopMessage; - UINT8 ubTopMessageType; - CHAR16 zTopMessageString[20]; - UINT16 usTactialTurnLimitMax; - UINT32 uiTactialTurnLimitClock; - BOOLEAN fTactialTurnLimitStartedBeep; - INT8 bBoxingState; - INT8 bConsNumTurnsNotSeen; - UINT8 ubArmyGuysKilled; + UINT8 ubCurrentTeam; + INT32 sSlideTarget; + INT16 sSlideReason; + UINT32 uiTimeSinceMercAIStart; + INT8 fPanicFlags; + INT32 sPanicTriggerGridNoUnused; + INT16 sHandGrid; + UINT16 ubSpottersCalledForBy; + UINT16 ubTheChosenOne; + UINT32 uiTimeOfLastInput; + UINT32 uiTimeSinceDemoOn; + UINT32 uiCountdownToRestart; + BOOLEAN fGoingToEnterDemo; + BOOLEAN fNOTDOLASTDEMO; + BOOLEAN fMultiplayer; + BOOLEAN fCivGroupHostile[ NUM_CIV_GROUPS ]; + UINT8 ubLastBattleSectorX; + UINT8 ubLastBattleSectorY; + BOOLEAN fLastBattleWon; + INT8 bOriginalSizeOfEnemyForce; + INT8 bPanicTriggerIsAlarmUnused; + BOOLEAN fVirginSector; + BOOLEAN fEnemyInSector; + BOOLEAN fInterruptOccurred; + INT8 bRealtimeSpeed; + UINT8 ubEnemyIntention; + UINT8 ubEnemyIntendedRetreatDirection; + UINT16 ubEnemySightingOnTheirTurnEnemyID; + UINT16 ubEnemySightingOnTheirTurnPlayerID; + BOOLEAN fEnemySightingOnTheirTurn; + BOOLEAN fAutoBandageMode; + UINT8 ubAttackBusyCount; + INT8 bNumEnemiesFoughtInBattleUnused; + UINT16 ubEngagedInConvFromActionMercID; + UINT16 usTactialTurnLimitCounter; + BOOLEAN fInTopMessage; + UINT8 ubTopMessageType; + CHAR16 zTopMessageString[20]; + UINT16 usTactialTurnLimitMax; + UINT32 uiTactialTurnLimitClock; + BOOLEAN fTactialTurnLimitStartedBeep; + INT8 bBoxingState; + INT8 bConsNumTurnsNotSeen; + UINT8 ubArmyGuysKilled; - INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ]; - INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ]; - UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ]; - BOOLEAN fAtLeastOneGuyOnMultiSelect; - BOOLEAN fSaidCreatureFlavourQuote; - BOOLEAN fHaveSeenCreature; - BOOLEAN fKilledEnemyOnAttack; - UINT16 ubEnemyKilledOnAttack; - INT8 bEnemyKilledOnAttackLevel; - UINT16 ubEnemyKilledOnAttackLocation; - BOOLEAN fItemsSeenOnAttack; - BOOLEAN ubItemsSeenOnAttackSoldier; - BOOLEAN fBeenInCombatOnce; - BOOLEAN fSaidCreatureSmellQuote; - UINT32 usItemsSeenOnAttackGridNo; - BOOLEAN fLockItemLocators; - UINT8 ubLastQuoteSaid; - UINT8 ubLastQuoteProfileNUm; - BOOLEAN fCantGetThrough; - INT32 sCantGetThroughGridNo; - INT32 sCantGetThroughSoldierGridNo; - UINT16 ubCantGetThroughID; - BOOLEAN fDidGameJustStart; - BOOLEAN fStatChangeCheatOn; - UINT8 ubLastRequesterTargetID; - BOOLEAN fGoodToAllowCrows; - UINT8 ubNumCrowsPossible; - UINT32 uiTimeCounterForGiveItemSrc; - BOOLEAN fUnLockUIAfterHiddenInterrupt; - INT8 bNumFoughtInBattle[ MAXTEAMS ]; - UINT32 uiDecayBloodLastUpdate; - UINT32 uiTimeSinceLastInTactical; - BOOLEAN fHasAGameBeenStarted; - INT8 bConsNumTurnsWeHaventSeenButEnemyDoes; - BOOLEAN fSomeoneHit; - UINT32 uiTimeSinceLastOpplistDecay; - INT8 bMercArrivingQuoteBeingUsed; - UINT16 ubEnemyKilledOnAttackKiller; - BOOLEAN fCountingDownForGuideDescription; - INT8 bGuideDescriptionCountDown; - UINT8 ubGuideDescriptionToUse; - INT8 bGuideDescriptionSectorX; - INT8 bGuideDescriptionSectorY; - INT8 fEnemyFlags; - BOOLEAN fAutoBandagePending; - BOOLEAN fHasEnteredCombatModeSinceEntering; - BOOLEAN fDontAddNewCrows; - UINT8 ubMorePadding; - UINT16 sCreatureTenseQuoteDelay; - UINT32 uiCreatureTenseQuoteLastUpdate; + INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ]; + INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ]; + UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ]; + BOOLEAN fAtLeastOneGuyOnMultiSelect; + BOOLEAN fSaidCreatureFlavourQuote; + BOOLEAN fHaveSeenCreature; + BOOLEAN fKilledEnemyOnAttack; + UINT16 ubEnemyKilledOnAttack; + INT8 bEnemyKilledOnAttackLevel; + UINT16 ubEnemyKilledOnAttackLocation; + BOOLEAN fItemsSeenOnAttack; + BOOLEAN ubItemsSeenOnAttackSoldier; + BOOLEAN fBeenInCombatOnce; + BOOLEAN fSaidCreatureSmellQuote; + UINT32 usItemsSeenOnAttackGridNo; + BOOLEAN fLockItemLocators; + UINT8 ubLastQuoteSaid; + UINT8 ubLastQuoteProfileNUm; + BOOLEAN fCantGetThrough; + INT32 sCantGetThroughGridNo; + INT32 sCantGetThroughSoldierGridNo; + UINT16 ubCantGetThroughID; + BOOLEAN fDidGameJustStart; + BOOLEAN fStatChangeCheatOn; + UINT8 ubLastRequesterTargetID; + BOOLEAN fGoodToAllowCrows; + UINT8 ubNumCrowsPossible; + UINT32 uiTimeCounterForGiveItemSrc; + BOOLEAN fUnLockUIAfterHiddenInterrupt; + INT8 bNumFoughtInBattle[ MAXTEAMS ]; + UINT32 uiDecayBloodLastUpdate; + UINT32 uiTimeSinceLastInTactical; + BOOLEAN fHasAGameBeenStarted; + INT8 bConsNumTurnsWeHaventSeenButEnemyDoes; + BOOLEAN fSomeoneHit; + UINT32 uiTimeSinceLastOpplistDecay; + INT8 bMercArrivingQuoteBeingUsed; + UINT16 ubEnemyKilledOnAttackKiller; + BOOLEAN fCountingDownForGuideDescription; + INT8 bGuideDescriptionCountDown; + UINT8 ubGuideDescriptionToUse; + INT8 bGuideDescriptionSectorX; + INT8 bGuideDescriptionSectorY; + INT8 fEnemyFlags; + BOOLEAN fAutoBandagePending; + BOOLEAN fHasEnteredCombatModeSinceEntering; + BOOLEAN fDontAddNewCrows; + UINT8 ubMorePadding; + UINT16 sCreatureTenseQuoteDelay; + UINT32 uiCreatureTenseQuoteLastUpdate; // SANDRO - added these - UINT16 ubLastRequesterSurgeryTargetID; - UINT8 ubInterruptPending; + UINT16 ubLastRequesterSurgeryTargetID; + UINT8 ubInterruptPending; // sevenfm: Ctrl+D disable interrupts - BOOLEAN ubDisablePlayerInterrupts; + BOOLEAN ubDisablePlayerInterrupts; // PADDING GONE!!!!! }; diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 63503bbf2..bfc9e6a6c 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1543,7 +1543,7 @@ public: /////////////////////////////////////////////////////// // Flugente: this was the location of required variables required for the now removed poison feature. They can be used again UINT8 ubMilitiaAssists; // Flugente: stores militia assists - INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x) + INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x) //INT8 bUnusedINT8_3; UINT16 usDragPersonID; // Flugente: id of person we are dragging