Convert gusSelectedSoldier to SoldierID

This commit is contained in:
Asdow
2024-11-15 19:06:34 +02:00
parent e9c8124dc2
commit b98732daa7
30 changed files with 270 additions and 289 deletions
+1 -1
View File
@@ -104,7 +104,7 @@ UINT32 AniEditScreenHandle(void)
fToggle2 = FALSE;
ubCurLoadedState = 0;
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
gTacticalStatus.uiFlags |= LOADING_SAVED_GAME;
+6 -6
View File
@@ -261,17 +261,17 @@ void EnterTacticalScreen( )
if ( gusSelectedSoldier != NOBODY )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
SelectNextAvailSoldier( gusSelectedSoldier );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
// ATE: If the current guy is sleeping, change....
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep )
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
SelectNextAvailSoldier( gusSelectedSoldier );
}
}
else
@@ -684,7 +684,7 @@ UINT32 MainGameScreenHandle(void)
// Select a guy if he hasn;'
if( !gfTacticalPlacementGUIActive )
{
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) )
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
@@ -933,7 +933,7 @@ UINT32 MainGameScreenHandle(void)
if ( gusSelectedSoldier != NOBODY )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
}
+14 -30
View File
@@ -514,31 +514,25 @@ UINT32 PalEditScreenShutdown(void)
void PalEditRenderHook( )
{
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier != NOBODY )
if ( gusSelectedSoldier < NOBODY && gusSelectedSoldier->bActive)
{
// Set to current
GetSoldier( &pSoldier, gusSelectedSoldier );
DisplayPaletteRep( pSoldier->HeadPal, 50, 10, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->PantsPal, 50, 50, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->VestPal, 50, 90, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->SkinPal, 50, 130, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->HeadPal, 50, 10, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->PantsPal, 50, 50, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->VestPal, 50, 90, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->SkinPal, 50, 130, FRAME_BUFFER );
}
}
BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
{
UINT8 ubType;
SOLDIERTYPE *pSoldier;
UINT8 ubPaletteRep;
UINT32 cnt;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
SOLDIERTYPE *pSoldier;
UINT32 cnt;
UINT8 ubType;
UINT8 ubPaletteRep;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
if ( gusSelectedSoldier == NOBODY )
if ( gusSelectedSoldier >= NOBODY || gusSelectedSoldier->bActive == FALSE )
{
return( FALSE );
}
@@ -549,11 +543,10 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
return( TRUE );
}
pSoldier = gusSelectedSoldier;
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'h' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->HeadPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -582,9 +575,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'v' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->VestPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -612,9 +602,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'p' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->PantsPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -642,9 +629,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 's' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->SkinPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;