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
+14 -14
View File
@@ -72,7 +72,6 @@ BOOLEAN FindAutobandageClimbPoint( INT32 sDesiredGridNo, BOOLEAN fClimbUp )
BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
{
UINT16 cnt;
SOLDIERTYPE * pSoldier;
if ( CanCharacterAutoBandageTeammate( pPatient ) )
@@ -90,9 +89,10 @@ BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
else
{
// run though the list of chars on team
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// can this character help out?
if ( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
{
@@ -119,17 +119,16 @@ BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck )
{
// returns false if we should stop being in auto-bandage mode
UINT16 cnt;
UINT16 ubMedics = 0, ubPatients = 0;
SOLDIERTYPE * pSoldier;
static SoldierID ubIDForFullCheck = NOBODY;
// run though the list of chars on team
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt)
{
// can this character help out?
if( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
if( CanCharacterAutoBandageTeammate( cnt ) == TRUE )
{
// yep, up the number of medics in sector
ubMedics++;
@@ -143,8 +142,9 @@ BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck )
}
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// can this character be helped out by a teammate?
if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) == TRUE )
{
@@ -227,7 +227,6 @@ BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier )
INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
{
UINT16 cnt;
UINT8 cnt2;
INT32 bBestPriority = 0, sBestAdjGridNo = NOWHERE;
INT32 sPatientGridNo = NOWHERE, sBestPatientGridNo = NOWHERE;
@@ -244,9 +243,10 @@ INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
gubGlobalPathFlags = PATH_THROUGH_PEOPLE;
// search for someone who needs aid
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pPatient = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pPatient++)
SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pPatient = cnt;
if ( !(pPatient->bActive) || !(pPatient->bInSector) )
{
continue; // NEXT!!!
@@ -475,13 +475,13 @@ INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
BOOLEAN DoctorIsPresent( SOLDIERTYPE * pPatient, BOOLEAN fOnDoctorAssignmentCheck )
{
SOLDIERTYPE * pMedic = NULL;
UINT16 cnt;
INT8 bSlot;
BOOLEAN fDoctorHasBeenFound = FALSE;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pMedic++)
SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pMedic = cnt;
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
{
// is nowhere around!