More conversions to SoldierID

This commit is contained in:
Asdow
2024-11-17 18:15:36 +02:00
parent 06936b71c9
commit 74d752d452
14 changed files with 115 additions and 118 deletions
+9 -9
View File
@@ -102,9 +102,9 @@ UINT16 gubOutOfTurnPersons = 0;
#define REMOVE_LATEST_INTERRUPT_GUY() (DeleteFromIntList( (gubOutOfTurnPersons), TRUE ))
#define INTERRUPTS_OVER (gubOutOfTurnPersons == 1)
INT16 InterruptOnlyGuynum = NOBODY;
BOOLEAN InterruptsAllowed = TRUE;
BOOLEAN gfHiddenInterrupt = FALSE;
SoldierID InterruptOnlyGuynum = NOBODY;
BOOLEAN InterruptsAllowed = TRUE;
BOOLEAN gfHiddenInterrupt = FALSE;
UINT8 gubLastInterruptedGuy = 0;
extern UINT16 gsWhoThrewRock;
@@ -1797,7 +1797,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
}
INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN fUseWatchSpots )
INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, SoldierID ubOpponentID, BOOLEAN fUseWatchSpots )
{
INT32 iPoints;
INT8 bLightLevel;
@@ -1853,7 +1853,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
if (fUseWatchSpots && !(pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS))
{
// if this is a previously noted spot of enemies, give bonus points!
iPoints += GetWatchedLocPoints( pSoldier->ubID, MercPtrs[ ubOpponentID ]->sGridNo, MercPtrs[ ubOpponentID ]->pathing.bLevel );
iPoints += GetWatchedLocPoints( pSoldier->ubID, ubOpponentID->sGridNo, ubOpponentID->pathing.bLevel );
}
// LOSE one point for each 2 additional opponents he currently sees, above 2
@@ -1882,7 +1882,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
// if soldier is still in shock from recent injuries, that penalizes him
iPoints -= pSoldier->aiData.bShock;
ubDistance = (UINT8) PythSpacesAway( pSoldier->sGridNo, MercPtrs[ ubOpponentID ]->sGridNo );
ubDistance = (UINT8) PythSpacesAway( pSoldier->sGridNo, ubOpponentID->sGridNo );
// if we are in combat mode - thus doing an interrupt rather than determine who gets first turn -
// then give bonus
@@ -1951,7 +1951,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
INT16 range = PythSpacesAway( pSoldier->sFocusGridNo, pSoldier->sGridNo );
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
INT16 range_opponent = PythSpacesAway( pSoldier->sFocusGridNo, MercPtrs[ubOpponentID]->sGridNo );
INT16 range_opponent = PythSpacesAway( pSoldier->sFocusGridNo, ubOpponentID->sGridNo );
if ( range_opponent <= radius )
iPoints += gSkillTraitValues.sSNFocusInterruptBonus;
@@ -2034,7 +2034,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, BOOLEAN
#endif
if(is_networked)
{
SOLDIERTYPE *pOpp = &Menptr[ubOpponentID];
SOLDIERTYPE *pOpp = ubOpponentID;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_MPSYSTEM, L"Interrupt: '%s' vs '%s' = %d points.",pSoldier->name,pOpp->name, iPoints );
#endif
@@ -2448,7 +2448,7 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
default: // interrupt is possible, run a duel
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, "Calculating int duel pts for onlooker in ResolveInterruptsVs" );
pSoldier->aiData.bInterruptDuelPts = CalcInterruptDuelPts(pSoldier,pOpponent->ubID,TRUE);
pSoldier->aiData.bInterruptDuelPts = CalcInterruptDuelPts(pSoldier, pOpponent->ubID, TRUE);
fIntOccurs = InterruptDuel(pOpponent,pSoldier);
#ifdef DEBUG_INTERRUPTS
if (fIntOccurs)