diff --git a/Strategic/Scheduling.cpp b/Strategic/Scheduling.cpp index e2ad74a1..0b695ace 100644 --- a/Strategic/Scheduling.cpp +++ b/Strategic/Scheduling.cpp @@ -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; diff --git a/Strategic/mapscreen.h b/Strategic/mapscreen.h index 54aa4e45..27427e09 100644 --- a/Strategic/mapscreen.h +++ b/Strategic/mapscreen.h @@ -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 diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index aab70bad..8dd05c9d 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -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; } diff --git a/Strategic/strategicmap.h b/Strategic/strategicmap.h index 6fa34af1..9c3f38a6 100644 --- a/Strategic/strategicmap.h +++ b/Strategic/strategicmap.h @@ -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 ]; diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp index 120bab77..b448c1a8 100644 --- a/Tactical/Handle Items.cpp +++ b/Tactical/Handle Items.cpp @@ -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 ]; diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp index 977bca35..525d17bc 100644 --- a/Tactical/Handle UI.cpp +++ b/Tactical/Handle UI.cpp @@ -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) ) diff --git a/Tactical/Interface Control.cpp b/Tactical/Interface Control.cpp index 73d1ad8e..34359145 100644 --- a/Tactical/Interface Control.cpp +++ b/Tactical/Interface Control.cpp @@ -205,7 +205,7 @@ void SetUpInterface( ) } } - if ( gusSelectedSoldier != NO_SOLDIER ) + if ( gusSelectedSoldier != NOBODY ) { GetSoldier( &pSoldier, gusSelectedSoldier ); } diff --git a/Tactical/Interface Cursors.cpp b/Tactical/Interface Cursors.cpp index 552d3fc2..825f55cb 100644 --- a/Tactical/Interface Cursors.cpp +++ b/Tactical/Interface Cursors.cpp @@ -509,7 +509,7 @@ void DrawSnappingCursor( ) SOLDIERTYPE *pSoldier; static BOOLEAN fShowAP = TRUE; - if ( gusSelectedSoldier != NO_SOLDIER ) + if ( gusSelectedSoldier != NOBODY ) { GetSoldier( &pSoldier, gusSelectedSoldier ); diff --git a/Tactical/Interface Panels.cpp b/Tactical/Interface Panels.cpp index 0c08816a..942fcdd9 100644 --- a/Tactical/Interface Panels.cpp +++ b/Tactical/Interface Panels.cpp @@ -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 ) ) ) diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index e8329d7e..596f95a2 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -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 ); diff --git a/Tactical/Overhead Types.h b/Tactical/Overhead Types.h index afbd328e..c460d46b 100644 --- a/Tactical/Overhead Types.h +++ b/Tactical/Overhead Types.h @@ -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 diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 7ed438e7..3046216c 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -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. diff --git a/Tactical/Real Time Input.cpp b/Tactical/Real Time Input.cpp index 79a47e48..4ed3dff8 100644 --- a/Tactical/Real Time Input.cpp +++ b/Tactical/Real Time Input.cpp @@ -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 ) ) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 69400c9a..4c36a23a 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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; } } } diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 7424f2d9..cea5f4d4 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -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; diff --git a/Tactical/Soldier Tile.cpp b/Tactical/Soldier Tile.cpp index f5977c41..2979f69c 100644 --- a/Tactical/Soldier Tile.cpp +++ b/Tactical/Soldier Tile.cpp @@ -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 ) diff --git a/Tactical/Squads.cpp b/Tactical/Squads.cpp index b81f5ee9..49efcb40 100644 --- a/Tactical/Squads.cpp +++ b/Tactical/Squads.cpp @@ -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 ) { diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index c9cc848f..ca935958 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -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); diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 3c3b07db..9beb290b 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -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 ] ) ) { diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index c79787f7..97febcf3 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -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 diff --git a/TileEngine/Isometric Utils.h b/TileEngine/Isometric Utils.h index 7b61470b..9d64ec26 100644 --- a/TileEngine/Isometric Utils.h +++ b/TileEngine/Isometric Utils.h @@ -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) diff --git a/TileEngine/physics.cpp b/TileEngine/physics.cpp index c65fe22a..32458e32 100644 --- a/TileEngine/physics.cpp +++ b/TileEngine/physics.cpp @@ -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 ); diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index eb1966db..92b8d7c0 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -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( ); diff --git a/jascreens.cpp b/jascreens.cpp index cad0ecba..d803dd3b 100644 --- a/jascreens.cpp +++ b/jascreens.cpp @@ -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 ); }