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
+7 -7
View File
@@ -1013,7 +1013,7 @@ void SetUIMouseCursor( )
if( GetMouseMapPos( &usMapPos) )
{
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 0 )
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->pathing.bLevel == 0 )
{
// ATE: Is this place revealed?
if ( !InARoom( usMapPos, &usRoomNum ) || ( InARoom( usMapPos, &usRoomNum ) && gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
@@ -1953,7 +1953,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
if ( gfUIFullTargetFound )
{
// No, ok display message IF this is the first time at this gridno
if ( gsOutOfRangeGridNo != MercPtrs[ gusUIFullTargetID ]->sGridNo || gubOutOfRangeMerc != gusSelectedSoldier )
if ( gsOutOfRangeGridNo != gusUIFullTargetID->sGridNo || gubOutOfRangeMerc != gusSelectedSoldier )
{
// Display
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ OUT_OF_RANGE_STRING ] );
@@ -1961,7 +1961,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
//PlayJA2Sample( TARGET_OUT_OF_RANGE, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
// Set
gsOutOfRangeGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
gsOutOfRangeGridNo = gusUIFullTargetID->sGridNo;
gubOutOfRangeMerc = gusSelectedSoldier;
}
}
@@ -2058,7 +2058,7 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
{
if( pSoldier->flags.uiStatusFlags & SOLDIER_DRIVER )
{
pSoldier = GetSoldierStructureForVehicle( MercPtrs[ gusSelectedSoldier ]->iVehicleId );
pSoldier = GetSoldierStructureForVehicle( gusSelectedSoldier->iVehicleId );
}
pInvTile = GetCurInteractiveTile( );
@@ -3746,7 +3746,7 @@ BOOLEAN UIHandleOnMerc( BOOLEAN fMovementMode )
// anv: don't switch if passengers are blocked from attacking
if( gusSelectedSoldier != NOBODY )
{
SOLDIERTYPE *pSelectedSoldier = MercPtrs[gusSelectedSoldier];
SOLDIERTYPE *pSelectedSoldier = gusSelectedSoldier;
if( pSelectedSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
{
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSelectedSoldier->iVehicleId );
@@ -6386,7 +6386,7 @@ BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMer
if ( gusSelectedSoldier != NOBODY )
{
if ( AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
if ( AM_A_ROBOT( gusSelectedSoldier ) )
{
return( FALSE );
}
@@ -7042,7 +7042,7 @@ BOOLEAN SelectedGuyInBusyAnimation( )
if ( gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
if ( pSoldier->usAnimState == LOB_ITEM ||
pSoldier->usAnimState == THROW_ITEM ||