Correct variables from INT8 to INT16

This commit is contained in:
Asdow
2024-11-09 22:52:21 +02:00
parent fdd6859726
commit 5cf0ef4bde
8 changed files with 170 additions and 170 deletions
+1 -1
View File
@@ -18418,7 +18418,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
continue;
}
if( IsEntryInSelectedListSet( ( INT8 )iCounter ) == FALSE )
if( IsEntryInSelectedListSet( iCounter ) == FALSE )
{
continue;
}
+20 -20
View File
@@ -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 );
}
}
}
+6 -6
View File
@@ -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
#endif
+29 -29
View File
@@ -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;