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
+16 -16
View File
@@ -177,7 +177,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
}
// anv: vehicle always move with all passengers inside
if( MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
if( gusSelectedSoldier->bAssignment == VEHICLE )
{
gExitDialog.fSingleMoveDisabled = TRUE;
gExitDialog.fSingleMoveOn = FALSE;
@@ -217,7 +217,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
gExitDialog.fGotoSector = TRUE;
}
gExitDialog.ubNumPeopleOnSquad = NumberOfPlayerControllableMercsInSquad( MercPtrs[ gusSelectedSoldier ]->bAssignment );
gExitDialog.ubNumPeopleOnSquad = NumberOfPlayerControllableMercsInSquad( gusSelectedSoldier->bAssignment );
//Determine
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
@@ -230,8 +230,8 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
if( !pSoldier->flags.fBetweenSectors &&
pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ &&
pSoldier->stats.bLife >= OKLIFE &&
( pSoldier->bAssignment != MercPtrs[ gusSelectedSoldier ]->bAssignment ||
( pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != MercPtrs[ gusSelectedSoldier ]->iVehicleId ) ) &&
( pSoldier->bAssignment != gusSelectedSoldier->bAssignment ||
( pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != gusSelectedSoldier->iVehicleId ) ) &&
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{ //KM: We need to determine if there are more than one squad (meaning other concious mercs in a different squad or assignment)
@@ -245,7 +245,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
// Double check that ...
// if we are a EPC and are the selected guy, make single move off and disable it....
if ( AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) )
if ( AM_AN_EPC( gusSelectedSoldier ) )
{
// Check if there are more than one in this squad
if ( gExitDialog.ubNumPeopleOnSquad > 1 )
@@ -268,7 +268,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
{
continue;
}
if( MercPtrs[ i ]->bAssignment == MercPtrs[ gusSelectedSoldier ]->bAssignment )
if( MercPtrs[ i ]->bAssignment == gusSelectedSoldier->bAssignment )
{
if( AM_AN_EPC( MercPtrs[ i ] ) )
{
@@ -550,7 +550,7 @@ void UpdateSectorExitMenu( )
if( gExitDialog.fSelectedMercIsEPC )
{ //EPCs cannot leave the sector alone and must be escorted
CHAR16 str[ 256 ];
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_MUST_BE_ESCORTED_HELPTEXT ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_MUST_BE_ESCORTED_HELPTEXT ], gusSelectedSoldier->name );
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
SetRegionFastHelpText( &gExitDialog.SingleRegion, str );
}
@@ -561,26 +561,26 @@ void UpdateSectorExitMenu( )
CHAR16 str[ 256 ];
if( !gExitDialog.fSquadHasMultipleEPCs )
{
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
{ //male singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], gusSelectedSoldier->name,
MercPtrs[ gExitDialog.bSingleMoveWillIsolateEPC ]->name );
}
else
{ //female singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], gusSelectedSoldier->name,
MercPtrs[ gExitDialog.bSingleMoveWillIsolateEPC ]->name );
}
}
else
{
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
{ //male plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], gusSelectedSoldier->name );
}
else
{ //female plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], gusSelectedSoldier->name );
}
}
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
@@ -592,7 +592,7 @@ void UpdateSectorExitMenu( )
CHAR16 str[ 256 ];
EnableButton( gExitDialog.uiSingleMoveButton );
MSYS_EnableRegion(&(gExitDialog.SingleRegion) );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_SINGLE_TRAVERSAL_WILL_SEPARATE_SQUADS_HELPTEXT ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_SINGLE_TRAVERSAL_WILL_SEPARATE_SQUADS_HELPTEXT ], gusSelectedSoldier->name );
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
SetRegionFastHelpText( &gExitDialog.SingleRegion, str );
}
@@ -762,12 +762,12 @@ void RemoveSectorExitMenu( BOOLEAN fOk )
gfIgnoreScrolling = FALSE;
// if we are an EPC, don't allow this if nobody else on squad
if ( fOk && AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) )
if ( fOk && AM_AN_EPC( gusSelectedSoldier ) )
{
// Check if there are more than one in this squad
if ( gExitDialog.ubNumPeopleOnSquad == 0 )
{
swprintf( Str, pMessageStrings[ MSG_EPC_CANT_TRAVERSE ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( Str, pMessageStrings[ MSG_EPC_CANT_TRAVERSE ], gusSelectedSoldier->name );
DoMessageBox( MSG_BOX_BASIC_STYLE, Str, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;