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
+17 -17
View File
@@ -874,7 +874,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
{
UINT16 ubID;
SoldierID ubID;
if (gfTurnBasedAI)
{
@@ -885,19 +885,19 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
}
// search for any player merc to say close call quote
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
{
if ( OK_INSECTOR_MERC( MercPtrs[ ubID ] ) )
if ( OK_INSECTOR_MERC( ubID ) )
{
if ( MercPtrs[ ubID ]->flags.fCloseCall )
if ( ubID->flags.fCloseCall )
{
if ( !gTacticalStatus.fSomeoneHit && MercPtrs[ ubID ]->bNumHitsThisTurn == 0 && !(MercPtrs[ ubID ]->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
if ( !gTacticalStatus.fSomeoneHit && ubID->bNumHitsThisTurn == 0 && !(ubID->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
{
// say close call quote!
TacticalCharacterDialogue( MercPtrs[ ubID ], QUOTE_CLOSE_CALL );
MercPtrs[ ubID ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
TacticalCharacterDialogue( ubID, QUOTE_CLOSE_CALL );
ubID->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
}
MercPtrs[ ubID ]->flags.fCloseCall = FALSE;
ubID->flags.fCloseCall = FALSE;
}
}
}
@@ -942,7 +942,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
ubID = RemoveFirstAIListEntry();
if (ubID != NOBODY)
{
StartNPCAI( MercPtrs[ ubID ] );
StartNPCAI( ubID );
return;
}
@@ -1165,12 +1165,12 @@ INT32 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT32 sGridNo)
return(sCheapestDest);
}
UINT16 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
SoldierID GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
{
UINT32 uiLoop;
INT32 iThreatVal,iMinThreat = 30000;
SOLDIERTYPE *pTargetSoldier;
UINT16 ubTargetSoldier = NOBODY;
UINT32 uiLoop;
INT32 iThreatVal,iMinThreat = 30000;
SOLDIERTYPE *pTargetSoldier;
SoldierID ubTargetSoldier = NOBODY;
// Loop through all mercs
@@ -1914,7 +1914,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
INT8 bSlot;
UINT16 usSoldierIndex; // added by SANDRO
SoldierID usSoldierIndex; // added by SANDRO
#ifdef TESTAICONTROL
if (gfTurnBasedAI || gTacticalStatus.fAutoBandageMode)
@@ -2594,7 +2594,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
usSoldierIndex = WhoIsThere2( pSoldier->aiData.usActionData, pSoldier->bTargetLevel);
if ( usSoldierIndex != NOBODY )
{
MercStealFromMerc( pSoldier, MercPtrs[usSoldierIndex] );
MercStealFromMerc( pSoldier, usSoldierIndex );
PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, usSoldierIndex );
}
@@ -2628,7 +2628,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
case AI_ACTION_USE_SKILL:
{
UINT16 ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
SoldierID ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
BOOLEAN result = pSoldier->UseSkill(pSoldier->usAISkillUse, pSoldier->aiData.usActionData, ubID);