Use SoldierID

This commit is contained in:
Asdow
2024-12-01 18:23:52 +02:00
parent e59d915e58
commit bfb724eab9
36 changed files with 1165 additions and 1162 deletions
+15 -19
View File
@@ -119,7 +119,7 @@ void SaveNPCInformationToProfileStruct( );
BOOLEAN DoesTempFileExistsForMap( UINT32 uiType, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
INT16 GetSoldierIDFromAnyMercID(UINT8 ubMercID);
SoldierID GetSoldierIDFromAnyMercID(UINT8 ubMercID);
BOOLEAN SetUnderGroundSectorFlag( INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ, UINT32 uiFlagToSet );
@@ -1131,7 +1131,6 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
// find out which items in the list are reachable
UINT32 uiCounter = 0;
UINT8 ubDir, ubMovementCost;
BOOLEAN fReachable = FALSE;
INT32 sGridNo = NOWHERE, sGridNo2 = NOWHERE;
@@ -1179,9 +1178,9 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
{
sGridNo2 = gMapInformation.sIsolatedGridNo;
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
for( SoldierID uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
{
pSoldier = MercPtrs[ uiCounter ];
pSoldier = uiCounter;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife > 0 && pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ )
{
if ( FindBestPath( pSoldier, sGridNo2, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) )
@@ -1200,7 +1199,7 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
GlobalItemsReachableTest( sGridNo, sGridNo2 );
for( uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
for( UINT32 uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
{
// reset reachablity
fReachable = FALSE;
@@ -2130,29 +2129,26 @@ BOOLEAN DoesTempFileExistsForMap( UINT32 uiType, INT16 sMapX, INT16 sMapY, INT8
}
INT16 GetSoldierIDFromAnyMercID(UINT8 ubMercID)
SoldierID GetSoldierIDFromAnyMercID(UINT8 ubMercID)
{
UINT16 cnt;
UINT16 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
SoldierID ubLastTeamID = TOTAL_SOLDIERS;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = TOTAL_SOLDIERS;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
// look for all mercs on the same team,
for ( ; cnt <= ubLastTeamID; ++cnt )
{
if( pTeamSoldier->bActive )
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
return( cnt );
return(cnt);
}
}
}
return( -1 );
return(NOBODY);
}
@@ -2554,9 +2550,9 @@ BOOLEAN SetSectorFlag( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, UINT32 uiFlagToSet
UpdateLastDayOfPlayerActivity( (UINT16) GetWorldDay() );
}
for ( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
for ( SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
pSoldier->sSectorX == sMapX && pSoldier->sSectorY == sMapY && pSoldier->bSectorZ == bMapZ && !pSoldier->flags.fBetweenSectors &&