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
+11 -11
View File
@@ -212,10 +212,10 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
if ( gusSelectedSoldier != NOBODY )
{
// Check if this guy is able to be selected....
if ( MercPtrs[ gusSelectedSoldier ]->stats.bLife < OKLIFE )
if ( gusSelectedSoldier->stats.bLife < OKLIFE )
{
DebugMsg(TOPIC_JA2INTERRUPT,DBG_LEVEL_3,String("StartPlayerTeamTurn: SelectNextAvailSoldier"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
SelectNextAvailSoldier( gusSelectedSoldier );
}
else
{
@@ -230,7 +230,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
if ( fDoBattleSnd )
{
// Say ATTENTION SOUND...
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
if ( gsInterfaceLevel == 1 )
@@ -1289,14 +1289,14 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
gfHiddenInterrupt = FALSE;
// If we can continue a move, do so!
if ( MercPtrs[ gusSelectedSoldier ]->flags.fNoAPToFinishMove && pSoldier->ubReasonCantFinishMove != REASON_STOPPED_SIGHT )
if ( gusSelectedSoldier->flags.fNoAPToFinishMove && pSoldier->ubReasonCantFinishMove != REASON_STOPPED_SIGHT )
{
// Continue
MercPtrs[ gusSelectedSoldier ]->AdjustNoAPToFinishMove( FALSE );
gusSelectedSoldier->AdjustNoAPToFinishMove( FALSE );
if ( MercPtrs[ gusSelectedSoldier ]->sGridNo != MercPtrs[ gusSelectedSoldier ]->pathing.sFinalDestination )
if ( gusSelectedSoldier->sGridNo != gusSelectedSoldier->pathing.sFinalDestination )
{
MercPtrs[ gusSelectedSoldier ]->EVENT_GetNewSoldierPath( MercPtrs[ gusSelectedSoldier ]->pathing.sFinalDestination, MercPtrs[ gusSelectedSoldier ]->usUIMovementMode );
gusSelectedSoldier->EVENT_GetNewSoldierPath( gusSelectedSoldier->pathing.sFinalDestination, gusSelectedSoldier->usUIMovementMode );
}
else
{
@@ -1332,7 +1332,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
// Say ATTENTION SOUND...
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
if ( gsInterfaceLevel == 1 )
{
@@ -1692,7 +1692,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
// the selected character, ie. his friends...
if ( pOpponent->bTeam == gbPlayerNum )
{
if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != Menptr[gusSelectedSoldier].bSide))
if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != gusSelectedSoldier->bSide))
{
return( FALSE );
}
@@ -1714,7 +1714,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
}
/* old DG code for same:
if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != Menptr[gusSelectedSoldier].bSide))
if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != gusSelectedSoldier->bSide))
{
return(FALSE);
}
@@ -2356,7 +2356,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
send_interrupt( npSoldier );
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
SOLDIERTYPE* pMerc = gusSelectedSoldier;
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??