- 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
+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 ] ) )
{