changed several variable names for body types to 'ubBodyType', as this is more consistent and allows wider use of macros

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-08-07 20:09:10 +00:00
parent 67fa865543
commit 929d15ec8a
14 changed files with 183 additions and 196 deletions
+15 -15
View File
@@ -534,27 +534,27 @@ void AddMercToWorld( INT32 iMapIndex )
memset( &gTempBasicPlacement, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
gTempBasicPlacement.bBodyType = -1;
gTempBasicPlacement.ubBodyType = -1;
//calculate specific information based on the team.
switch( iDrawMode )
{
case DRAW_MODE_ENEMY:
gTempBasicPlacement.bTeam = ENEMY_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
gTempBasicPlacement.ubSoldierClass = gubSoldierClass;
break;
case DRAW_MODE_CREATURE:
gTempBasicPlacement.bTeam = CREATURE_TEAM;
gTempBasicPlacement.bBodyType = gbCurrCreature;
gTempBasicPlacement.ubBodyType = gbCurrCreature;
break;
case DRAW_MODE_REBEL:
gTempBasicPlacement.bTeam = MILITIA_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
break;
case DRAW_MODE_CIVILIAN:
gTempBasicPlacement.bTeam = CIV_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
gTempBasicPlacement.ubCivilianGroup = gubCivGroup;
if( giCurrentTilesetID == 1 ) //caves
{
@@ -2119,10 +2119,10 @@ void ChangeBodyType( INT8 bOffset ) //+1 or -1 only
for( x = 0; x < iMax; x++ )
{
iIndex = pbArray[ x ];
if( iIndex == gpSelected->pBasicPlacement->bBodyType )
if( iIndex == gpSelected->pBasicPlacement->ubBodyType )
break;
}
Assert( iIndex == gpSelected->pBasicPlacement->bBodyType );
Assert( iIndex == gpSelected->pBasicPlacement->ubBodyType );
//now we have a match, so go to the next element (depending on offset value)
x += bOffset;
if( x >= iMax )
@@ -2168,10 +2168,10 @@ void ChangeBodyType( INT8 bOffset ) //+1 or -1 only
gpSelected->pSoldier->ConvertAniCodeToAniFrame( 0 );
}
//Update the placement's info as well.
gpSelected->pBasicPlacement->bBodyType = (INT8)iIndex;
gpSelected->pBasicPlacement->ubBodyType = (INT8)iIndex;
if( gpSelected->pDetailedPlacement )
{
gpSelected->pDetailedPlacement->bBodyType = (INT8)iIndex;
gpSelected->pDetailedPlacement->ubBodyType = (INT8)iIndex;
}
if( gpSelected->pSoldier->bTeam == CREATURE_TEAM )
{
@@ -2473,7 +2473,7 @@ void SetMercEditingMode( UINT8 ubNewMode )
void DisplayBodyTypeInfo()
{
CHAR16 str[20];
switch( gpSelected->pBasicPlacement->bBodyType )
switch( gpSelected->pBasicPlacement->ubBodyType )
{
case RANDOM: swprintf( str, pDisplayBodyTypeInfoText[0] ); break;
case REGMALE: swprintf( str, pDisplayBodyTypeInfoText[1] ); break;
@@ -3756,27 +3756,27 @@ void PasteMercPlacement( INT32 iMapIndex )
memcpy( &gTempBasicPlacement, &gSaveBufferBasicPlacement, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
gTempBasicPlacement.bBodyType = -1;
gTempBasicPlacement.ubBodyType = -1;
//calculate specific information based on the team.
switch( iDrawMode )
{
case DRAW_MODE_ENEMY:
gTempBasicPlacement.bTeam = ENEMY_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
gTempBasicPlacement.ubSoldierClass = gubSoldierClass;
break;
case DRAW_MODE_CREATURE:
gTempBasicPlacement.bTeam = CREATURE_TEAM;
gTempBasicPlacement.bBodyType = gbCurrCreature;
gTempBasicPlacement.ubBodyType = gbCurrCreature;
break;
case DRAW_MODE_REBEL:
gTempBasicPlacement.bTeam = MILITIA_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
break;
case DRAW_MODE_CIVILIAN:
gTempBasicPlacement.bTeam = CIV_TEAM;
gTempBasicPlacement.bBodyType = RANDOM;
gTempBasicPlacement.ubBodyType = RANDOM;
gTempBasicPlacement.ubCivilianGroup = gubCivGroup;
if( giCurrentTilesetID == 1 ) //caves
{