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
+42 -41
View File
@@ -45,6 +45,7 @@
#include "math.h"
#include "Game Clock.h" // added this one - SANDRO
#include "Interface.h" // added by Flugente
#include "Soldier macros.h" // added by Flugente
#endif
#include "connect.h"
@@ -136,7 +137,7 @@ OLD_SOLDIERCREATE_STRUCT_101& OLD_SOLDIERCREATE_STRUCT_101::operator=(SOLDIERCRE
this->bAgility = src.bAgility;
this->bAIMorale = src.bAIMorale;
this->bAttitude = src.bAttitude;
this->bBodyType = src.bBodyType;
this->ubBodyType = src.ubBodyType;
this->bDexterity = src.bDexterity;
this->ubDirection = src.ubDirection;
this->bExpLevel = src.bExpLevel;
@@ -209,7 +210,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const OLD_SOLDIERCREATE_ST
this->bAgility = src.bAgility;
this->bAIMorale = src.bAIMorale;
this->bAttitude = src.bAttitude;
this->bBodyType = src.bBodyType;
this->ubBodyType = src.ubBodyType;
this->bDexterity = src.bDexterity;
this->ubDirection = src.ubDirection;
this->bExpLevel = src.bExpLevel;
@@ -273,7 +274,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERTYPE& Soldier
this->bOrders = Soldier.aiData.bOrders;
this->bMorale = Soldier.aiData.bMorale;
this->bAIMorale = Soldier.aiData.bAIMorale;
this->bBodyType = Soldier.ubBodyType;
this->ubBodyType = Soldier.ubBodyType;
this->ubCivilianGroup = Soldier.ubCivilianGroup;
this->ubScheduleID = Soldier.ubScheduleID;
this->fHasKeys = Soldier.flags.bHasKeys;
@@ -322,7 +323,7 @@ UINT16 SOLDIERCREATE_STRUCT::GetChecksum()
this->bWisdom * 11 +
this->bMorale * 7 +
this->bAIMorale * 3 -
this->bBodyType * 7 +
this->ubBodyType * 7 +
4 * 6 +
this->sSectorX * 7 -
this->ubSoldierClass * 4 +
@@ -370,7 +371,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const _OLD_SOLDIERCREATE_S
bAgility = src.bAgility;
bAIMorale = src.bAIMorale;
bAttitude = src.bAttitude;
bBodyType = src.bBodyType;
ubBodyType = src.ubBodyType;
bDexterity = src.bDexterity;
ubDirection = src.ubDirection;
bExpLevel = src.bExpLevel;
@@ -605,7 +606,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
pCreateStruct->fPlayerPlan = 0;
}
if ( is_networked && (pCreateStruct->bBodyType == TANK_NW || pCreateStruct->bBodyType == TANK_NE) )
if ( is_networked && TANK( pCreateStruct ) )
{
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"skipping tank");
return NULL;
@@ -680,7 +681,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
else
{
// LOOK AT BODY TYPE!
switch ( pCreateStruct->bBodyType )
switch ( pCreateStruct->ubBodyType )
{
case REGMALE:
case BIGMALE:
@@ -1694,7 +1695,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
pSoldier->aiData.bMorale = pCreateStruct->bMorale;
pSoldier->aiData.bAIMorale = pCreateStruct->bAIMorale;
pSoldier->bVocalVolume = MIDVOLUME;
pSoldier->ubBodyType = pCreateStruct->bBodyType;
pSoldier->ubBodyType = pCreateStruct->ubBodyType;
pSoldier->ubCivilianGroup = pCreateStruct->ubCivilianGroup;
pSoldier->ubScheduleID = pCreateStruct->ubScheduleID;
@@ -1703,7 +1704,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
// Flugente: soldier profiles
// silversurfer: Don't replace tanks!
if ( pCreateStruct->bBodyType != TANK_NE && pCreateStruct->bBodyType != TANK_NW )
if ( !TANK( pCreateStruct ) )
{
// We have a function for this
INT8 type = pSoldier->GetSoldierProfileType( pCreateStruct->bTeam );
@@ -2271,7 +2272,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: choose body type"));
//Choose a body type randomly if none specified.
if( bp->bBodyType < 0 )
if( bp->ubBodyType < 0 )
{
switch ( bp->bTeam )
{
@@ -2280,10 +2281,10 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
case MILITIA_TEAM:
switch( Random( 4 ) )
{
case 0: pp->bBodyType = REGMALE; break;
case 1: pp->bBodyType = BIGMALE; break;
case 2: pp->bBodyType = STOCKYMALE; break;
case 3: pp->bBodyType = REGFEMALE; break;
case 0: pp->ubBodyType = REGMALE; break;
case 1: pp->ubBodyType = BIGMALE; break;
case 2: pp->ubBodyType = STOCKYMALE; break;
case 3: pp->ubBodyType = REGFEMALE; break;
}
break;
case CIV_TEAM:
@@ -2291,9 +2292,9 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
{
switch( Random( 3 ) )
{ //only strong and fit men can be miners.
case 0: pp->bBodyType = REGMALE; break;
case 1: pp->bBodyType = BIGMALE; break;
case 2: pp->bBodyType = MANCIV; break;
case 0: pp->ubBodyType = REGMALE; break;
case 1: pp->ubBodyType = BIGMALE; break;
case 2: pp->ubBodyType = MANCIV; break;
}
}
else
@@ -2302,27 +2303,27 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
iRandom = Random( 100 );
if( iRandom < 8 )
{ //8% chance FATCIV
pp->bBodyType = FATCIV;
pp->ubBodyType = FATCIV;
}
else if( iRandom < 38 )
{ //30% chance MANCIV
pp->bBodyType = MANCIV;
pp->ubBodyType = MANCIV;
}
else if( iRandom < 57 )
{ //19% chance MINICIV
pp->bBodyType = MINICIV;
pp->ubBodyType = MINICIV;
}
else if( iRandom < 76 )
{ //19% chance DRESSCIV
pp->bBodyType = DRESSCIV;
pp->ubBodyType = DRESSCIV;
}
else if( iRandom < 88 )
{ //12% chance HATKIDCIV
pp->bBodyType = HATKIDCIV;
pp->ubBodyType = HATKIDCIV;
}
else
{ //12% chance KIDCIV
pp->bBodyType = KIDCIV;
pp->ubBodyType = KIDCIV;
}
}
break;
@@ -2330,7 +2331,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
}
else
{
pp->bBodyType = bp->bBodyType;
pp->ubBodyType = bp->ubBodyType;
}
//Pass over mandatory information specified from the basic placement
@@ -2423,7 +2424,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
break;
case SOLDIER_CLASS_CREATURE:
switch( bp->bBodyType )
switch( bp->ubBodyType )
{
case LARVAE_MONSTER:
pp->bExpLevel = 1 + bExpLevelModifier;
@@ -2610,9 +2611,9 @@ void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT
//Only creatures have mandatory body types specified.
if( spp->bTeam == CREATURE_TEAM )
spp->bBodyType = bp->bBodyType;
spp->ubBodyType = bp->ubBodyType;
else
spp->bBodyType = -1;
spp->ubBodyType = -1;
//Set up all possible static values.
//By setting them all to -1, that signifies that the attribute isn't static.
@@ -2685,7 +2686,7 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
pp->bOrders = bp->bOrders;
pp->bAttitude = bp->bAttitude;
pp->ubDirection = bp->ubDirection;
pp->bBodyType = bp->bBodyType;
pp->ubBodyType = bp->ubBodyType;
pp->bPatrolCnt = bp->bPatrolCnt;
memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS );
pp->fHasKeys = bp->fHasKeys;
@@ -2867,7 +2868,7 @@ void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *
spp->bMechanical = pProfile->bMechanical;
spp->bExplosive = pProfile->bExplosive;
spp->bBodyType = pProfile->ubBodyType;
spp->ubBodyType = pProfile->ubBodyType;
// Copy over inv if we want to
UINT32 invsize = pProfile->inv.size();
@@ -3002,7 +3003,7 @@ SOLDIERTYPE* TacticalCreateAdministrator()
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ADMINISTRATOR;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
@@ -3035,7 +3036,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop()
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ARMY;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
@@ -3069,7 +3070,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ELITE;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
@@ -3113,7 +3114,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = TANK_NW;
bp.ubBodyType = TANK_NW;
bp.ubSoldierClass = SOLDIER_CLASS_TANK;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
@@ -3154,7 +3155,7 @@ SOLDIERTYPE* TacticalCreateJeep()
bp.bTeam = CIV_TEAM;
bp.bOrders = STATIONARY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = JEEP;
bp.ubBodyType = JEEP;
bp.ubSoldierClass = SOLDIER_CLASS_NONE;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pp.ubProfile = 199;
@@ -3191,7 +3192,7 @@ SOLDIERTYPE* TacticalCreateJeep()
bp.bTeam = CREATURE_TEAM;//ZOMBIE_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = AGGRESSIVE;
bp.bBodyType = -1;
bp.ubBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ZOMBIE;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
@@ -3268,7 +3269,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY )
bp.bOrders = STATIONARY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
//bp.bAttitude = AGGRESSIVE;
bp.bBodyType = -1;
bp.ubBodyType = -1;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp, sX, sY );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
@@ -3295,7 +3296,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
bp.ubSoldierClass = SOLDIER_CLASS_CREATURE;
bp.bOrders = SEEKENEMY;
bp.bAttitude = AGGRESSIVE;
bp.bBodyType = bCreatureBodyType;
bp.ubBodyType = bCreatureBodyType;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
return TacticalCreateSoldier( &pp, &ubID );
}
@@ -3322,7 +3323,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
bp.bTeam = CIV_TEAM;
bp.bOrders = FARPATROL;
bp.bAttitude = (INT8)Random( MAXATTITUDES );
bp.bBodyType = Random( 4 );
bp.ubBodyType = Random( 4 );
bp.ubSoldierClass = usSoldierClass;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
@@ -3376,7 +3377,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
bp.bTeam = CIV_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = Random(4);
bp.ubBodyType = Random(4);
bp.ubSoldierClass = SOLDIER_CLASS_ELITE;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
@@ -3557,7 +3558,7 @@ void CreatePrisonerOfWar()
MercCreateStruct.bSectorZ = gbWorldSectorZ;
MercCreateStruct.sInsertionGridNo = insertiongridno;
MercCreateStruct.ubDirection = Random(NUM_WORLD_DIRECTIONS);
MercCreateStruct.bBodyType = bPowBodyType;
MercCreateStruct.ubBodyType = bPowBodyType;
++bPowBodyType;
if ( bPowBodyType > REGFEMALE )
@@ -5321,7 +5322,7 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
}
// MARTIAL ARTS - old traits
if ( (!ATraitAssigned || !BTraitAssigned) && !gGameOptions.fNewTraitSystem && (pCreateStruct->bBodyType == REGMALE) )
if ( (!ATraitAssigned || !BTraitAssigned) && !gGameOptions.fNewTraitSystem && (pCreateStruct->ubBodyType == REGMALE) )
{
// setup basic chances based on soldier type
if ( ubSolClass == SOLDIER_CLASS_ELITE || ubSolClass == SOLDIER_CLASS_ELITE_MILITIA )