- replaced NO_SOLDIER with NOBODY

- replaced NO_MAP_POS with NOWHERE

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1252 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-08-22 14:54:41 +00:00
parent f035858e3f
commit 85152e7a05
24 changed files with 69 additions and 68 deletions
+2 -2
View File
@@ -386,7 +386,7 @@ void LoadSchedules( INT8 **hBuffer )
pSchedule = gpScheduleList;
}
pSchedule->ubScheduleID = gubScheduleID;
pSchedule->ubSoldierID = NO_SOLDIER;
pSchedule->ubSoldierID = NOBODY;
pSchedule->next = NULL;
gubScheduleID++;
ubNum--;
@@ -446,7 +446,7 @@ BOOLEAN LoadSchedulesFromSave( HWFILE hFile )
// should be unnecessary here, then we can toast reconnect schedule
/*
pSchedule->ubScheduleID = gubScheduleID;
pSchedule->ubSoldierID = NO_SOLDIER;
pSchedule->ubSoldierID = NOBODY;
*/
pSchedule->next = NULL;
+2 -2
View File
@@ -10,8 +10,8 @@
#define MAX_TOWN_NAME_LENGHT 32
#define MAX_TOWNS 50 //13
#define MAX_TOWN_SECTORS 260 //40
#define MAX_TOWNS 50 //13 //50
#define MAX_TOWN_SECTORS 260 //40 //260
// Sector name identifiers
enum Towns
+1 -1
View File
@@ -2474,7 +2474,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
//DONT set these values
gusSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = NOBODY;
gfGameScreenLocateToSoldier = TRUE;
}
+1 -1
View File
@@ -30,7 +30,7 @@ extern INT8 gbWorldSectorZ;
// SAM definitions
extern UINT8 NUMBER_OF_SAMS;
#define MAX_NUMBER_OF_SAMS 50 //4
#define MAX_NUMBER_OF_SAMS 50 //4 //50
extern INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
extern INT16 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
+1 -1
View File
@@ -207,7 +207,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
// Find soldier flags depend on if it's our own merc firing or a NPC
//if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
+8 -8
View File
@@ -441,7 +441,7 @@ BOOLEAN gfUICanBeginAllMoveCycle = FALSE; // GEts set so we know that the
INT16 gsSelectedGridNo = 0;
INT16 gsSelectedLevel = I_GROUND_LEVEL;
INT16 gsSelectedGuy = NO_SOLDIER;
INT16 gsSelectedGuy = NOBODY;
BOOLEAN gfUIDisplayDamage = FALSE;
INT8 gbDamage = 0;
@@ -1424,7 +1424,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
// DO SOME CURSOR POSITION FLAGS SETTING
GetCursorMovementFlags( &uiCursorFlags );
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// Get Soldier Pointer
GetSoldier( &pSoldier, gusSelectedSoldier );
@@ -1441,7 +1441,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
// Show reg. cursor
// GO INTO IDLE MODE
// guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
// gusSelectedSoldier = NO_SOLDIER;
// gusSelectedSoldier = NOBODY;
ubID = FindNextActiveAndAliveMerc( pSoldier, FALSE, FALSE );
if ( ubID != NOBODY )
@@ -1450,7 +1450,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
}
else
{
gusSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
@@ -1832,7 +1832,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
INT16 sIntTileGridNo;
BOOLEAN fOldFastMove;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
fAllMove = gfUIAllMoveOn;
gfUIAllMoveOn = FALSE;
@@ -2543,7 +2543,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
SOLDIERTYPE *pSoldier, *pTSoldier = NULL;
BOOLEAN fDidRequester = FALSE;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
if( !GetMouseMapPos( &usMapPos) )
@@ -2684,7 +2684,7 @@ UINT32 UIHandlePADJAdjustStance( UI_EVENT *pUIEvent )
gfIgnoreScrolling = FALSE;
if ( gusSelectedSoldier != NO_SOLDIER && gbAdjustStanceDiff != 0 )
if ( gusSelectedSoldier != NOBODY && gbAdjustStanceDiff != 0 )
{
// Get soldier
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
@@ -2858,7 +2858,7 @@ BOOLEAN SelectedMercCanAffordAttack( )
UINT8 ubItemCursor;
UINT16 usInHand;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
if( !GetMouseMapPos( &usMapPos) )
+1 -1
View File
@@ -205,7 +205,7 @@ void SetUpInterface( )
}
}
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
GetSoldier( &pSoldier, gusSelectedSoldier );
}
+1 -1
View File
@@ -509,7 +509,7 @@ void DrawSnappingCursor( )
SOLDIERTYPE *pSoldier;
static BOOLEAN fShowAP = TRUE;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
GetSoldier( &pSoldier, gusSelectedSoldier );
+1 -1
View File
@@ -5326,7 +5326,7 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
}
if ( ( gusSelectedSoldier != NO_SOLDIER ) && ( gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] ) )
if ( ( gusSelectedSoldier != NOBODY ) && ( gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] ) )
{
// only allow if nothing in hand and if in SM panel, the Change Squad button must be enabled
if ( ( ( gsCurInterfacePanel != TEAM_PANEL ) || ( ButtonList[ iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
+2 -2
View File
@@ -124,7 +124,7 @@ MOUSE_REGION gMenuOverlayRegion;
MOUSE_REGION gBottomPanalRegion;
UINT16 gusOldSelectedSoldier = NO_SOLDIER;
UINT16 gusOldSelectedSoldier = NOBODY;
// OVerlay ID
INT32 giPopupSlideMessageOverlay = -1;
@@ -1284,7 +1284,7 @@ void GetArrowsBackground( )
return;
}
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// Get selected soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
+3 -2
View File
@@ -27,8 +27,9 @@
#define MAXMERCS MAX_NUM_SOLDIERS
//TACTICAL OVERHEAD STUFF
#define NO_SOLDIER TOTAL_SOLDIERS // SAME AS NOBODY
#define NOBODY NO_SOLDIER
//#define NO_SOLDIER TOTAL_SOLDIERS // SAME AS NOBODY
//#define NOBODY NO_SOLDIER
#define NOBODY TOTAL_SOLDIERS
+7 -7
View File
@@ -228,7 +228,7 @@ UINT32 guiNumAwaySlots = 0;
UINT8 gbPlayerNum = 0;
// Global for current selected soldier
UINT16 gusSelectedSoldier = NO_SOLDIER;
UINT16 gusSelectedSoldier = NOBODY;
INT8 gbShowEnemies = FALSE;
BOOLEAN gfMovingAnimation = FALSE;
@@ -2780,7 +2780,7 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
}
else
{
gusSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
@@ -2851,7 +2851,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
}
// Unselect old selected guy
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// Get guy
pOldSoldier = MercPtrs[ gusSelectedSoldier ];
@@ -3213,7 +3213,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
}
else
{
gusSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
@@ -4237,7 +4237,7 @@ INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeop
return( TRUE );
}
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
@@ -4361,7 +4361,7 @@ INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, I
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
@@ -4508,7 +4508,7 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NO_SOLDIER )
if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NOBODY )
return FALSE;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
+5 -5
View File
@@ -361,7 +361,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
fDoubleClickIntercepted = TRUE;
// First check if we clicked on a guy, if so, make selected if it's ours
if( gusSelectedSoldier != NO_SOLDIER )
if( gusSelectedSoldier != NOBODY )
{
// Set movement mode
// OK, only change this if we are stationary!
@@ -507,7 +507,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
case CONFIRM_MOVE_MODE:
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
if ( MercPtrs[ gusSelectedSoldier ]->usAnimState != RUNNING )
{
@@ -533,7 +533,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
// Check if we are stationary
//if ( AimCubeUIClick( ) )
//{
// if ( gusSelectedSoldier != NO_SOLDIER )
// if ( gusSelectedSoldier != NOBODY )
// {
// if ( !( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY ) )
// {
@@ -1249,7 +1249,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
{
UINT16 usMapPos;
static UINT16 usOldMapPos = 0;
static UINT32 uiMoveTargetSoldierId = NO_SOLDIER;
static UINT32 uiMoveTargetSoldierId = NOBODY;
SOLDIERTYPE *pSoldier;
static BOOLEAN fOnValidGuy = FALSE;
@@ -1378,7 +1378,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
gfUIAllMoveOn = FALSE;
}
uiMoveTargetSoldierId = NO_SOLDIER;
uiMoveTargetSoldierId = NOBODY;
// Check for being on terrain
if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
+3 -3
View File
@@ -1698,7 +1698,7 @@ BOOLEAN ReCreateSelectedSoldierLight( )
{
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier == NO_SOLDIER )
if ( gusSelectedSoldier == NOBODY )
{
return( FALSE );
}
@@ -2866,7 +2866,7 @@ void InternalRemoveSoldierFromGridNo( SOLDIERTYPE *pSoldier, BOOLEAN fForce )
INT8 bDir;
INT32 iGridNo;
if((pSoldier->sGridNo!=NO_MAP_POS) )
if((pSoldier->sGridNo!=NOWHERE) )
{
if ( pSoldier->bInSector || fForce )
{
@@ -2892,7 +2892,7 @@ void InternalRemoveSoldierFromGridNo( SOLDIERTYPE *pSoldier, BOOLEAN fForce )
HandleCrowShadowRemoveGridNo( pSoldier );
// Reset gridno...
pSoldier->sGridNo = NO_MAP_POS;
pSoldier->sGridNo = NOWHERE;
}
}
}
+1 -1
View File
@@ -1305,7 +1305,7 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
pSoldier->bViewRange = NORMAL_VIEW_RANGE;
pSoldier->bInSector = FALSE;
pSoldier->sGridNo = NO_MAP_POS;
pSoldier->sGridNo = NOWHERE;
pSoldier->iMuzFlash = -1;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
+1 -1
View File
@@ -225,7 +225,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
ubPerson = WhoIsThere2( sGridNo, bLevel );
if ( ubPerson != NO_SOLDIER )
if ( ubPerson != NOBODY )
{
// If this us?
if ( ubPerson != pSoldier->ubID )
+1 -1
View File
@@ -821,7 +821,7 @@ BOOLEAN SetCurrentSquad( INT32 iCurrentSquad, BOOLEAN fForce )
}
// check if the currently selected guy is on this squad, if not, get the first one on the new squad
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
if( Menptr[ gusSelectedSoldier ].bAssignment != iCurrentTacticalSquad )
{
+3 -3
View File
@@ -195,7 +195,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
// Are we in combat already?
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// Check if this guy is able to be selected....
if ( MercPtrs[ gusSelectedSoldier ]->bLife < OKLIFE )
@@ -209,7 +209,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
}
// Slide to selected guy...
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
@@ -1018,7 +1018,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
+17 -17
View File
@@ -327,7 +327,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
{
// We're on terrain in which we can walk, walk
// If we're on terrain,
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
INT8 bReturnVal = FALSE;
@@ -981,7 +981,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
SOLDIERTYPE *pSoldier;
BOOLEAN bHandleCode;
static BOOLEAN fOnValidGuy = FALSE;
static UINT32 uiMoveTargetSoldierId = NO_SOLDIER;
static UINT32 uiMoveTargetSoldierId = NOBODY;
if (!GetMouseMapPos( &usMapPos ) )
@@ -1046,7 +1046,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
case MOVE_MODE:
uiMoveTargetSoldierId = NO_SOLDIER;
uiMoveTargetSoldierId = NOBODY;
// Check for being on terrain
if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
@@ -1657,7 +1657,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// Cancel out of spread burst...
gfBeginBurstSpreadTracking = FALSE;
gfRTClickLeftHoldIntercepted = TRUE;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
MercPtrs[ gusSelectedSoldier ]->fDoSpread = FALSE;
}
@@ -1694,7 +1694,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// If soldier is not stationary, stop
StopSoldier( MercPtrs[ gusSelectedSoldier ] );
@@ -1764,7 +1764,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
//if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
// {
// if ( gusSelectedSoldier != NO_SOLDIER )
// if ( gusSelectedSoldier != NOBODY )
// {
// if ( gTacticalStatus.uiFlags & TURNBASED && !MercPtrs[ gusSelectedSoldier ]->fDontChargeReadyAPs )
// {
@@ -1848,7 +1848,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
SOLDIERTYPE *pNewSoldier;
INT32 iCurrentSquad;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// only allow if nothing in hand and if in SM panel, the Change Squad button must be enabled
if (
@@ -1873,7 +1873,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else
{
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{ //Select next merc
UINT8 bID;
@@ -3405,7 +3405,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
case 'r':
if( gusSelectedSoldier != NO_SOLDIER )
if( gusSelectedSoldier != NOBODY )
{
if( fAlt ) //reload selected merc's weapon
{
@@ -3645,7 +3645,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
}
else if ( gusSelectedSoldier != NO_SOLDIER )
else if ( gusSelectedSoldier != NOBODY )
*puiNewEvent = M_CHANGE_TO_ACTION;
break;
@@ -3734,7 +3734,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
*puiNewEvent = I_LOSDEBUG;
}
}
//else if( gusSelectedSoldier != NO_SOLDIER )
//else if( gusSelectedSoldier != NOBODY )
break;
case 'z':
if( fCtrl )
@@ -4333,7 +4333,7 @@ void RefreshSoldier()
void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette )
{
SOLDIERTYPE *pSoldier;
if( gusSelectedSoldier != NO_SOLDIER )
if( gusSelectedSoldier != NOBODY )
{
if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
@@ -4462,7 +4462,7 @@ void TogglePlanningMode()
switch( gCurrentUIMode )
{
case MOVE_MODE:
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
GetSoldier( &pSoldier, gusSelectedSoldier );
BeginUIPlan( pSoldier );
@@ -4470,7 +4470,7 @@ void TogglePlanningMode()
}
break;
case ACTION_MODE:
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
GetSoldier( &pSoldier, gusSelectedSoldier );
BeginUIPlan( pSoldier );
@@ -4484,7 +4484,7 @@ void TogglePlanningMode()
void SetBurstMode()
{
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
}
@@ -5326,7 +5326,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
}
else
{
if( gusSelectedSoldier != NO_SOLDIER )
if( gusSelectedSoldier != NOBODY )
UIHandleSoldierStanceChange( (UINT8)gusSelectedSoldier, ubAnimHeight );
}
}
@@ -5384,7 +5384,7 @@ void HandleStealthChangeFromUIKeys( )
}
else
{
if( gusSelectedSoldier != NO_SOLDIER )
if( gusSelectedSoldier != NOBODY )
{
if ( !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
{
+1 -1
View File
@@ -936,7 +936,7 @@ UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
UINT32 uiLoop;
INT32 iThreatVal,iMinThreat = 30000;
SOLDIERTYPE *pTargetSoldier;
UINT8 ubTargetSoldier = NO_SOLDIER;
UINT8 ubTargetSoldier = NOBODY;
// Loop through all mercs
+1 -1
View File
@@ -10,7 +10,7 @@
#define RIGHTMOSTGRID (MAXCOL - 1)
#define LASTROWSTART (GRIDSIZE - MAXCOL)
#define NOWHERE (GRIDSIZE + 1)
#define NO_MAP_POS NOWHERE
//#define NO_MAP_POS NOWHERE
#define MAPWIDTH (WORLD_COLS)
#define MAPHEIGHT (WORLD_ROWS)
#define MAPLENGTH (MAPHEIGHT*MAPWIDTH)
+1 -1
View File
@@ -1977,7 +1977,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
if ( ubLevel == 1 && !fThroughIntermediateGridNo )
{
// Is there a guy here...?
if ( WhoIsThere2( sGridNo, ubLevel ) != NO_SOLDIER )
if ( WhoIsThere2( sGridNo, ubLevel ) != NOBODY )
{
dMagForce = (float)( dMagForce * 0.85 );
+3 -3
View File
@@ -3158,11 +3158,11 @@ BOOLEAN LoadWorld( const STR8 puiFilename )
gfForceLoad = FALSE;
// CHECK IF OUR SELECTED GUY IS GONE!
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
if ( MercPtrs[ gusSelectedSoldier ]->bActive == FALSE )
{
gusSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = NOBODY;
}
}
@@ -3219,7 +3219,7 @@ BOOLEAN NewWorld( void )
UINT16 NewIndex;
INT32 cnt;
gusSelectedSoldier = gusOldSelectedSoldier = NO_SOLDIER;
gusSelectedSoldier = gusOldSelectedSoldier = NOBODY;
AdjustSoldierCreationStartValues( );
+2 -2
View File
@@ -520,7 +520,7 @@ void PalEditRenderHook( )
{
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier != NO_SOLDIER )
if ( gusSelectedSoldier != NOBODY )
{
// Set to current
GetSoldier( &pSoldier, gusSelectedSoldier );
@@ -542,7 +542,7 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
if ( gusSelectedSoldier == NO_SOLDIER )
if ( gusSelectedSoldier == NOBODY )
{
return( FALSE );
}