Convert to SoldierID

This commit is contained in:
Asdow
2024-11-17 23:45:48 +02:00
parent d149b6ffea
commit b74ccf3ddc
45 changed files with 376 additions and 375 deletions
+15 -15
View File
@@ -130,20 +130,20 @@ typedef struct
class ATTACKTYPE
{
public:
UINT8 ubPossible; // is this attack form possible
UINT16 ubOpponent; // which soldier is the victim
UINT8 ubPossible; // is this attack form possible
SoldierID ubOpponent; // which soldier is the victim
//CHANGED STRUCTURE VALUE BY GOTTHARD 7/14/07
INT16 ubAimTime; // how many extra APs to spend on aiming
INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover
INT16 ubAimTime; // how many extra APs to spend on aiming
INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover
//END STRUCTURE CHANGE BY GOTTHARD 7/14/07
INT16 ubAPCost; // how many APs the attack will use up
INT32 iAttackValue; // relative worthiness of this type of attack
INT32 sTarget; // target gridno of this attack
INT8 bTargetLevel; // target level of this attack
INT8 bWeaponIn; // the inv slot of the weapon in question
INT8 bScopeMode; // SANDRO: added for scope mode and alternative weapon holding
UINT8 ubStance; // recommended stance for attack
UINT8 ubFriendlyFireChance; // highest chance to hit someone of our guys //dnl ch61 180813
INT16 ubAPCost; // how many APs the attack will use up
INT32 iAttackValue; // relative worthiness of this type of attack
INT32 sTarget; // target gridno of this attack
INT8 bTargetLevel; // target level of this attack
INT8 bWeaponIn; // the inv slot of the weapon in question
INT8 bScopeMode; // SANDRO: added for scope mode and alternative weapon holding
UINT8 ubStance; // recommended stance for attack
UINT8 ubFriendlyFireChance; // highest chance to hit someone of our guys //dnl ch61 180813
ATTACKTYPE(void){ InitAttackType(this); }
void InitAttackType(ATTACKTYPE *pAttack);
@@ -212,7 +212,7 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
// sevenfm:
void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT16 ubOpponentID);
void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, SoldierID ubOpponentID);
INT32 FindTossSpotInDirection(INT32 sSpot, INT8 bLevel, INT32 sTargetSpot, BOOLEAN fCheckAdjacentDirections, BOOLEAN fCheckFarther);
void CheckTossGrenadeAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubGrenadeType);
@@ -254,7 +254,7 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags);
void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier);
INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable );
INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc );
INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, SoldierID * pubDesiredMerc );
void NPCDoesAct(SOLDIERTYPE *pSoldier);
void NPCDoesNothing(SOLDIERTYPE *pSoldier);
INT8 OKToAttack(SOLDIERTYPE *ptr, int target);
@@ -318,7 +318,7 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
// Get the ID of the farthest opponent we can see, with an optional minimum range
// puID - ID of the farthest opponent pSoldier can see
// sRange - only return true and give an idea if opponent found is further away than this
BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange);
BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, SoldierID *puID, INT16 sRange);
// are there more allies than friends in adjacent sectors?
BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);