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
+9 -8
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@@ -3719,26 +3719,27 @@ void OutOfStockMessageBoxCallBack( UINT8 bExitValue )
UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
{
UINT8 ubItemCount=0;
UINT16 ubMercCount;
UINT8 ubPocketCount;
UINT16 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT16 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
SoldierID id;
SoldierID ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
//loop through all the mercs on the team
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
for( id = ubFirstID; id <= ubLastID; ++id )
{
if( Menptr[ ubMercCount ].bActive )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive )
{
//loop through all the pockets on the merc
UINT8 invsize = Menptr[ ubMercCount ].inv.size();
UINT8 invsize = pSoldier->inv.size();
for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
{
//if there is a weapon here
if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
if( Item[ pSoldier->inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
{
//if the weapon uses the same kind of ammo as the one passed in, return true
if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
if( Weapon[ pSoldier->inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
{
++ubItemCount;
}
+6 -7
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@@ -4102,7 +4102,6 @@ void recieveMISS (RPCParameters *rpcParameters)
BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
SOLDIERTYPE *pSoldier;
int cnt;
int soldiers= 0 ;
int numActiveSides = 0;
@@ -4112,9 +4111,9 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
soldiers=0;
for(cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; cnt++)
for( SoldierID cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; ++cnt)
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if(pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector)
{
soldiers++;
@@ -4331,14 +4330,14 @@ void null_team (RPCParameters *rpcParameters)
{
kickR* kick = (kickR*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[29],(kick->ubResult-5),client_names[kick->ubResult-6] );
int fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
int lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
SoldierID fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
SoldierID lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
if(kick->ubResult==netbTeam)
fID=0,lID=19;
int cnt;
for ( cnt=fID ; cnt <= lID; cnt++ )
SoldierID cnt;
for ( cnt=fID ; cnt <= lID; ++cnt )
{
TacticalRemoveSoldier( cnt );
}
+2 -2
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@@ -1713,9 +1713,9 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
{
ScreenMsg( FONT_MCOLOR_LTBLUE, MSG_TESTVERSION, L"QUEST COMPLETED - Adding to merc records and awarding experiences (%d).", (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests) );
for ( SoldierID 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 = i;
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife >= CONSCIOUSNESS && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
pSoldier->sSectorX == sQuestSectorX && pSoldier->sSectorY == sQuestsSectorY && !pSoldier->flags.fBetweenSectors && pSoldier->bTeam == gbPlayerNum &&
pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && gMercProfiles[ pSoldier->ubProfile ].ubBodyType != 21 ) // != ROBOTNOWEAPON )
+4 -4
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@@ -185,7 +185,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
void MercDailyUpdate()
{
SoldierID id;
SoldierID bLastTeamID;
SoldierID lastid;
SOLDIERTYPE *pSoldier;
//SOLDIERTYPE *pQuitList[ 21 ];
MERCPROFILESTRUCT *pProfile;
@@ -218,10 +218,10 @@ void MercDailyUpdate()
AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_3, 0 );
id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
lastid = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( ; id <= bLastTeamID; ++id)
for ( ; id <= lastid; ++id)
{
pSoldier = id;
//if the merc is active
@@ -376,7 +376,7 @@ void MercDailyUpdate()
}
//reset the counter
for ( id = 0; id <= bLastTeamID; ++id )
for ( id = 0; id <= lastid; ++id )
{
pSoldier = id;
//if the merc is active
+64 -52
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@@ -728,9 +728,9 @@ void HandleMoraleEventForSoldier( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
UINT16 ubLoop;
SOLDIERTYPE * pTeamSoldier;
MERCPROFILESTRUCT * pProfile;
SoldierID id;
SOLDIERTYPE *pTeamSoldier;
MERCPROFILESTRUCT *pProfile;
gfSomeoneSaidMoraleQuote = FALSE;
@@ -778,9 +778,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_BATTLE_WON:
// affects everyone to varying degrees
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive )
{
if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) )
@@ -797,9 +798,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
break;
case MORALE_RAN_AWAY:
// affects everyone to varying degrees
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive )
{
// CJC: adding to SOLDIER_IN_SECTOR check special stuff because the old sector values might
@@ -869,9 +871,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
// affects everyone, everywhere
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive )
{
if ( gGameOptions.fNewTraitSystem && bMoraleEvent != MORALE_DEIDRANNA_KILLED)
@@ -898,9 +901,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_GREAT_MORALE:
case MORALE_AIRSTRIKE:
// affects every in sector
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive && SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) )
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
@@ -913,9 +917,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
Assert( pSoldier );
// affects everyone
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive )
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
@@ -927,9 +932,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
Assert( pSoldier );
// affects everyone, in sector differently than not, extra bonuses if it's a buddy or hated merc
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE)
{
pProfile = &(gMercProfiles[ pTeamSoldier->ubProfile ]);
@@ -982,9 +988,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
// female mercs get unhappy based on how sexist they are (=hate men)
// gentlemen males get unhappy too
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE )
{
if ( WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile ) != -1 )
@@ -1044,9 +1051,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_ENEMYGROUP_COWARD:
// affects coward in sector
ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[ubLoop]; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++, pTeamSoldier++ )
id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( pTeamSoldier->bActive && (pTeamSoldier->sSectorX == sMapX) && (pTeamSoldier->sSectorY == sMapY) && (pTeamSoldier->bSectorZ == bMapZ) )
{
if ( DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_COWARD ) )
@@ -1142,27 +1150,28 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
void HourlyMoraleUpdate( void )
{
UINT16 bMercID, bOtherID, bLastTeamID;
INT8 bActualTeamOpinion;
INT8 bTeamMoraleModChange, bTeamMoraleModDiff;
INT8 bOpinion=-1;
INT32 iTotalOpinions;
INT8 bNumTeamMembers;
INT8 bHighestTeamLeadership = 0;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pOtherSoldier;
MERCPROFILESTRUCT * pProfile;
BOOLEAN fSameGroupOnly;
static INT8 bStrategicMoraleUpdateCounter = 0;
BOOLEAN fFoundHated = FALSE;
INT8 bHated;
SoldierID bMercID, bOtherID, bLastTeamID;
INT8 bActualTeamOpinion;
INT8 bTeamMoraleModChange, bTeamMoraleModDiff;
INT8 bOpinion=-1;
INT32 iTotalOpinions;
INT8 bNumTeamMembers;
INT8 bHighestTeamLeadership = 0;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pOtherSoldier;
MERCPROFILESTRUCT *pProfile;
BOOLEAN fSameGroupOnly;
static INT8 bStrategicMoraleUpdateCounter = 0;
BOOLEAN fFoundHated = FALSE;
INT8 bHated;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs to calculate their morale
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
//if the merc is active, in Arulco, and conscious, not POW
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
@@ -1194,8 +1203,9 @@ void HourlyMoraleUpdate( void )
// loop through all other mercs
bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++,pOtherSoldier++)
for ( ; bOtherID <= bLastTeamID; ++bOtherID )
{
pOtherSoldier = bOtherID;
// skip past ourselves and all inactive mercs
if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->ubProfile != NO_PROFILE &&
!(pOtherSoldier->bAssignment == IN_TRANSIT ||
@@ -1345,13 +1355,12 @@ void HourlyMoraleUpdate( void )
void HandleSnitchCheck( void )
{
UINT16 bMercID, bOtherID;
INT8 bOpinion = -1;
UINT16 bLastTeamID;
SOLDIERTYPE* pSoldier;
SOLDIERTYPE* pOtherSoldier;
MERCPROFILESTRUCT* pProfile;
BOOLEAN fSameGroupOnly;
SoldierID bMercID, bOtherID, bLastTeamID;
INT8 bOpinion = -1;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pOtherSoldier;
MERCPROFILESTRUCT *pProfile;
BOOLEAN fSameGroupOnly;
// anv: save merc id and his negative morale event for snitches
std::vector<SnitchEvent> snitcheventvector;
@@ -1359,8 +1368,9 @@ void HandleSnitchCheck( void )
bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
// loop through all mercs to calculate their morale
for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pSoldier++ )
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
//if the merc is active, in Arulco, not POW, not a vehicle
if ( pSoldier && pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
@@ -1383,8 +1393,9 @@ void HandleSnitchCheck( void )
}
// loop through all other mercs
bOtherID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pOtherSoldier = MercPtrs[bOtherID]; bOtherID <= bLastTeamID; ++bOtherID, pOtherSoldier++ )
for ( ; bOtherID <= bLastTeamID; ++bOtherID )
{
pOtherSoldier = bOtherID;
// skip past ourselves and all inactive mercs
if ( bOtherID != bMercID && pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->ubProfile != NO_PROFILE &&
!(pOtherSoldier->bAssignment == IN_TRANSIT ||
@@ -1558,7 +1569,7 @@ void HandleSnitchesReports( std::vector<SnitchEvent>& aVec )
void RememberSnitchableEvent( UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile, BOOLEAN fSameGroupOnly, UINT8 ubEventType, std::vector<SnitchEvent>& aVec )
{
UINT16 bSnitchID;
SoldierID bSnitchID;
INT16 sSnitchingChance = 0;
UINT8 ubSnitchProfile;
SOLDIERTYPE * pSnitch;
@@ -1570,8 +1581,9 @@ void RememberSnitchableEvent( UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProf
// loop through all other mercs
bSnitchID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSnitch = MercPtrs[bSnitchID]; bSnitchID <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bSnitchID, pSnitch++ )
for ( ; bSnitchID <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bSnitchID )
{
pSnitch = bSnitchID;
ubSnitchProfile = pSnitch->ubProfile;
// skip past ourselves and all inactive mercs
if ( ProfileHasSkillTrait( ubSnitchProfile, SNITCH_NT ) &&
@@ -1703,10 +1715,10 @@ void DailyMoraleUpdate(SOLDIERTYPE *pSoldier)
// Added by SANDRO
BOOLEAN IsShowOffNearBy( SOLDIERTYPE * pSoldier )
{
UINT32 uiLoop;
SOLDIERTYPE * pTeammate;
BOOLEAN fOneException = FALSE;
BOOLEAN fYesHeIs = FALSE;
SoldierID uiLoop;
SOLDIERTYPE *pTeammate;
BOOLEAN fOneException = FALSE;
BOOLEAN fYesHeIs = FALSE;
if (!pSoldier)
{
@@ -1717,9 +1729,9 @@ BOOLEAN IsShowOffNearBy( SOLDIERTYPE * pSoldier )
return( FALSE );
}
for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++)
for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++uiLoop )
{
pTeammate = MercPtrs[ uiLoop ];
pTeammate = uiLoop;
if ( pTeammate == NULL )
{
continue;
+209 -210
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File diff suppressed because it is too large Load Diff
+1 -1
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@@ -238,7 +238,7 @@ void SlideToLocation( INT32 sDestGridNo );
void RebuildAllSoldierShadeTables( );
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
UINT16 LastActiveTeamMember( UINT16 ubTeam );
SoldierID LastActiveTeamMember( UINT16 ubTeam );
BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier );
SoldierID FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
+47 -45
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@@ -2143,55 +2143,57 @@ void HandleMouseRTX1Button( UINT32 *puiNewEvent )
void HandleMouseRTX2Button( UINT32 *puiNewEvent )
{
if ( _KeyDown( ALT ) )
AutoReload( gusSelectedSoldier );
else
// Toggle squad's stealth mode.....
// For each guy on squad...
if ( _KeyDown( ALT ) )
AutoReload( gusSelectedSoldier );
else
// Toggle squad's stealth mode.....
// For each guy on squad...
{
SOLDIERTYPE *pTeamSoldier;
SoldierID bLoop;
BOOLEAN fStealthOn = FALSE;
// Check if at least one guy is on stealth....
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() )
{
SOLDIERTYPE *pTeamSoldier;
INT16 bLoop;
BOOLEAN fStealthOn = FALSE;
// Check if at least one guy is on stealth....
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
if ( pTeamSoldier->bStealthMode )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) )
{
if ( pTeamSoldier->bStealthMode )
{
fStealthOn = TRUE;
}
}
}
fStealthOn = !fStealthOn;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( gpSMCurrentMerc != NULL && bLoop == gpSMCurrentMerc->ubID )
{
gfUIStanceDifferent = TRUE;
}
pTeamSoldier->bStealthMode = fStealthOn;
}
}
fInterfacePanelDirty = DIRTYLEVEL2;
// OK, display message
if ( fStealthOn )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ON_STEALTHMODE ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_OFF_STEALTHMODE ] );
fStealthOn = TRUE;
}
}
}
fStealthOn = !fStealthOn;
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( gpSMCurrentMerc != NULL && bLoop == gpSMCurrentMerc->ubID )
{
gfUIStanceDifferent = TRUE;
}
pTeamSoldier->bStealthMode = fStealthOn;
}
}
fInterfacePanelDirty = DIRTYLEVEL2;
// OK, display message
if ( fStealthOn )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[MSG_SQUAD_ON_STEALTHMODE] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[MSG_SQUAD_OFF_STEALTHMODE] );
}
}
}
// sevenfm: common functionality
+9 -9
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@@ -1272,11 +1272,11 @@ void HandleRottingCorpses( )
// ATE: Check for multiple crows.....
// Couint how many we have now...
{
UINT16 bLoop;
SOLDIERTYPE * pSoldier;
for ( bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; bLoop++, pSoldier++)
for ( SoldierID bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++bLoop )
{
pSoldier = bLoop;
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
if ( pSoldier->ubBodyType == CROW )
@@ -1344,8 +1344,7 @@ void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse )
void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
INT32 sGridNo;
// If this cump is already visible, return
@@ -1360,13 +1359,14 @@ void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
}
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
sGridNo = pCorpse->def.sGridNo;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; ++cnt )
{
pSoldier = cnt;
// ATE: Ok, lets check for some basic things here!
if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector )
{
@@ -2526,7 +2526,6 @@ void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, U
{
ROTTING_CORPSE *pCorpse;
INT8 bToleranceThreshold = 0;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 )
@@ -2567,11 +2566,12 @@ void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, U
if ( Random( 2 ) == 1 )
{
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// ATE: Ok, lets check for some basic things here!
if ( pTeamSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
+2 -3
View File
@@ -759,7 +759,6 @@ UINT32 ShopKeeperScreenShutdown()
BOOLEAN EnterShopKeeperInterface()
{
VOBJECT_DESC VObjectDesc;
UINT16 ubCnt;
CHAR8 zTemp[32];
VSURFACE_DESC vs_desc;
@@ -886,9 +885,9 @@ BOOLEAN EnterShopKeeperInterface()
//Create an array of all mercs (anywhere!) currently in the player's employ, and load their small faces
// This is to support showing of repair item owner's faces even when they're not in the sector, as long as they still work for player
gubNumberMercsInArray = 0;
for( ubCnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; ubCnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++ubCnt )
for( SoldierID ubCnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; ubCnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++ubCnt )
{
pSoldier = MercPtrs[ ubCnt ];
pSoldier = ubCnt;
if( pSoldier->bActive && ( pSoldier->ubProfile != NO_PROFILE ) &&
!(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( pSoldier ) )
+3 -3
View File
@@ -339,7 +339,6 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
INT32 iSkill;
INT32 iChance, iReportChance;
INT32 iRoll, iMadeItBy;
INT32 iLoop;
SOLDIERTYPE * pTeamSoldier;
INT8 bBuddyIndex;
BOOLEAN fForceDamnSound = FALSE;
@@ -946,9 +945,10 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
if (iRoll < iChance)
{
// If a buddy of this merc is standing around nearby, they'll make a positive comment.
iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ iLoop ]; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++,pTeamSoldier++ )
SoldierID iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++iLoop )
{
pTeamSoldier = iLoop;
if ( OK_INSECTOR_MERC( pTeamSoldier ) )
{
if ( SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15 )
+7 -7
View File
@@ -784,17 +784,17 @@ SoldierSelection::Setup( UINT32 aVal )
// pretty simple: we find every soldier in a radius around the target position and add him to the list
// loop through all soldiers around
for ( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID ; ++cnt )
for ( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID ; id <= gTacticalStatus.Team[ CIV_TEAM ].bLastID ; ++id )
{
INT32 iRange = GetRangeInCellCoordsFromGridNoDiff( sTraitsMenuTargetGridNo, MercPtrs[ cnt ]->sGridNo );
INT32 iRange = GetRangeInCellCoordsFromGridNoDiff( sTraitsMenuTargetGridNo, id->sGridNo );
if ( iRange < 100 )
{
if ( cnt != pSoldier->ubID )
if ( id != pSoldier->ubID )
{
swprintf( pStr, L"%s", MercPtrs[ cnt ]->GetName() );
swprintf( pStr, L"%s", id->GetName() );
pOption = new POPUP_OPTION(&std::wstring( pStr ), new popupCallbackFunction<void, UINT8>( &Wrapper_Function_SoldierSelection, cnt ) );
pOption = new POPUP_OPTION(&std::wstring( pStr ), new popupCallbackFunction<void, UINT16>( &Wrapper_Function_SoldierSelection, id ) );
// grey out if no artillery can be called from this sector
if ( 0 )
@@ -865,11 +865,11 @@ DragSelection::Setup( UINT32 aVal )
// pretty simple: we find every soldier in a radius around the target position and add him to the list
// loop through all soldiers around
for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt )
for ( SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt )
{
if ( cnt != pSoldier->ubID && pSoldier->CanDragPerson(cnt) )
{
swprintf( pStr, L"%s", MercPtrs[cnt]->GetName( ) );
swprintf( pStr, L"%s", cnt->GetName( ) );
pOption = new POPUP_OPTION( &std::wstring( pStr ), new popupCallbackFunction<void, UINT32>( &Wrapper_Function_DragSelection, cnt ) );
+7 -9
View File
@@ -1761,16 +1761,14 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
BOOLEAN IsMercOnTeam(UINT8 ubMercID, BOOLEAN aAlreadyInCountry, BOOLEAN aAlive)
{
UINT16 cnt;
UINT16 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; ++cnt, pTeamSoldier++)
for ( ; cnt <= ubLastTeamID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->ubProfile == ubMercID && pTeamSoldier->bActive )
{
if ( aAlreadyInCountry && pTeamSoldier->bAssignment == IN_TRANSIT )
@@ -1791,12 +1789,12 @@ BOOLEAN IsMercOnTeam(UINT8 ubMercID, BOOLEAN aAlreadyInCountry, BOOLEAN aAlive)
SoldierID GetSoldierIDFromMercID(UINT8 ubMercID)
{
SOLDIERTYPE *pTeamSoldier = NULL;
UINT16 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt, ++pTeamSoldier )
for ( ; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->ubProfile == ubMercID )
{
if( pTeamSoldier->bActive )
+8 -7
View File
@@ -3559,7 +3559,6 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
UINT16 usQuoteNum;
BOOLEAN buddyquoteused = FALSE;
@@ -3570,11 +3569,12 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
return;
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pTeamSoldier )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier ))
&& !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->ubProfile != pKillerSoldier->ubProfile )
@@ -3709,8 +3709,9 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
{
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pTeamSoldier )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// we do not exclude the buddies from above. If we get to this point, it might have been a buddy that already said his line. In that case additional dialogue might play other ones
// Add guy if he's a candidate...
@@ -3742,7 +3743,6 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
// WDS - make number of mercenaries, etc. be configurable
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
UINT16 ubNumMercs = 0;
@@ -3802,11 +3802,12 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
if ( fDoSomeoneElse )
{
// Check if a person is here that has this quote....
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( cnt != pKillerSoldier->ubID )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
+71 -66
View File
@@ -2836,7 +2836,6 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
// This function reevaluates the stance if the guy sees us!
BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
INT32 cnt;
SoldierID iClosestEnemy = NOBODY;
INT16 sTargetXPos, sTargetYPos;
BOOLEAN fReturnVal = FALSE;
@@ -2871,7 +2870,7 @@ BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if ( pSoldier->aiData.bOppCnt > 0 )
{
// Pick a guy this buddy sees and turn towards them!
for ( cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; cnt++ )
for ( SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
if ( pSoldier->aiData.bOppList[cnt] == SEEN_CURRENTLY )
{
@@ -12260,16 +12259,13 @@ BOOLEAN SOLDIERTYPE::MercInHighWater( void )
void RevivePlayerTeam( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// End the turn of player charactors
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pSoldier->ReviveSoldier( );
id->ReviveSoldier( );
}
}
@@ -15221,10 +15217,11 @@ BOOLEAN SOLDIERTYPE::IsFeedingExternal( SoldierID * pubId1, UINT16* pGunSlot1,
INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
SOLDIERTYPE* pTeamSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[this->bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[this->bTeam].bLastID;
for ( pTeamSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pTeamSoldier )
SoldierID cnt = gTacticalStatus.Team[this->bTeam].bFirstID;
SoldierID lastid = gTacticalStatus.Team[this->bTeam].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pTeamSoldier = cnt;
// check if teamsoldier exists in this sector
if ( !pTeamSoldier || !pTeamSoldier->bActive || !pTeamSoldier->bInSector || pTeamSoldier->sSectorX != this->sSectorX || pTeamSoldier->sSectorY != this->sSectorY || pTeamSoldier->bSectorZ != this->bSectorZ )
continue;
@@ -16234,9 +16231,10 @@ void SOLDIERTYPE::LooseDisguise( void )
// rehandle sight for everybody
SOLDIERTYPE* pSoldier;
UINT16 iLoop = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++iLoop, ++pSoldier )
SoldierID iLoop = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( ; iLoop <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++iLoop )
{
pSoldier = iLoop;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
@@ -18880,10 +18878,11 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
UINT16 mortararray[maxFiringMortarsAmount] = { 0 };
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( pSoldier = MercPtrs[cnt]; (cnt < lastid) && (mortaritemcnt < maxFiringMortarsAmount); ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[bTeam].bFirstID;
SoldierID lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( ; (cnt < lastid) && (mortaritemcnt < maxFiringMortarsAmount); ++cnt )
{
pSoldier = cnt;
// check if soldier exists in this sector
if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY )
continue;
@@ -18924,8 +18923,9 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
// second loop: check for all mortar shells and 'fire' them
cnt = gTacticalStatus.Team[bTeam].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
// check if soldier exists in this sector
if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY )
continue;
@@ -21602,15 +21602,16 @@ BOOLEAN SOLDIERTYPE::OrderTurnCoatToSwitchSides( SoldierID usID )
void SOLDIERTYPE::OrderAllTurnCoatToSwitchSides()
{
SOLDIERTYPE *pSoldier;
INT32 cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
// rftr: force the player to enter turn-based combat. this function already includes a check to see if we're already in combat, so no harm calling this.
// this also prevents a hang when activating a sector with 100% turncoats
EnterCombatMode(OUR_TEAM);
// run through list
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt, ++pSoldier )
for ( ; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->bInSector )
{
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_TURNCOAT )
@@ -23687,16 +23688,15 @@ void SOLDIERTYPE::UpdateRobotControllerGivenRobot( void )
//the original function passed in pRobot, not pSoldier
SOLDIERTYPE *pRobot = this;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
// Loop through guys and look for a controller!
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pTeamSoldier++ )
// Loop through guys and look for a controller!
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->ControllingRobot( ) )
@@ -23714,7 +23714,6 @@ void SOLDIERTYPE::UpdateRobotControllerGivenRobot( void )
void SOLDIERTYPE::UpdateRobotControllerGivenController( void )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
// First see if are still controlling the robot
if ( !this->ControllingRobot( ) )
@@ -23723,11 +23722,12 @@ void SOLDIERTYPE::UpdateRobotControllerGivenController( void )
}
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// Loop through guys to find the robot....
for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive && (pTeamSoldier->flags.uiStatusFlags & SOLDIER_ROBOT) )
{
pTeamSoldier->ubRobotRemoteHolderID = this->ubID;
@@ -23923,11 +23923,11 @@ void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier )
void CrowsFlyAway( UINT8 ubTeam )
{
UINT32 cnt;
SOLDIERTYPE *pTeamSoldier;
for ( cnt = gTacticalStatus.Team[ubTeam].bFirstID, pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ubTeam].bLastID; cnt++, pTeamSoldier++ )
for ( SoldierID cnt = gTacticalStatus.Team[ubTeam].bFirstID; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->ubBodyType == CROW && pTeamSoldier->usAnimState != CROW_FLY )
@@ -23943,7 +23943,6 @@ void CrowsFlyAway( UINT8 ubTeam )
#ifdef JA2BETAVERSION
void DebugValidateSoldierData( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
CHAR16 sString[1024];
BOOLEAN fProblemDetected = FALSE;
@@ -23960,9 +23959,10 @@ void DebugValidateSoldierData( )
uiFrameCount = 0;
// Loop through our 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;
if ( pSoldier->bActive )
{
// OK, first check for alive people
@@ -24048,7 +24048,6 @@ void SOLDIERTYPE::BeginTyingToFall( void )
void SOLDIERTYPE::SetSoldierAsUnderAiControl( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 cnt;
//this is silly, but left over from when pSoldierToSet was passed in as a parameter
if ( this == NULL )
@@ -24057,9 +24056,10 @@ void SOLDIERTYPE::SetSoldierAsUnderAiControl( void )
}
// Loop through ALL teams...
cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[LAST_TEAM].bLastID; cnt++, pSoldier++ )
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[LAST_TEAM].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive )
{
pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
@@ -24096,12 +24096,12 @@ void HandlePlayerTogglingLightEffects( BOOLEAN fToggleValue )
void EnableDisableSoldierLightEffects( BOOLEAN fEnableLights )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 cnt;
// Loop through player teams...
cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; cnt++, pSoldier++ )
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
pSoldier = cnt;
//if the soldier is in the sector
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE )
{
@@ -24248,11 +24248,11 @@ BOOLEAN SOLDIERTYPE::CanStartDrag(void)
if (!TileIsOutOfBounds(sNewGridNo) && sNewGridNo != this->sGridNo)
{
// soldiers
for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
for ( SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
{
if (cnt != this->ubID &&
cnt != NOBODY &&
MercPtrs[cnt]->sGridNo == sNewGridNo &&
cnt->sGridNo == sNewGridNo &&
this->CanDragPerson(cnt))
{
return TRUE;
@@ -24312,11 +24312,11 @@ void SOLDIERTYPE::StartDrag(void)
if (!TileIsOutOfBounds(sNewGridNo) && sNewGridNo != this->sGridNo)
{
// soldiers
for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
for ( SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
{
if (cnt != this->ubID &&
MercPtrs[cnt] &&
MercPtrs[cnt]->sGridNo == sNewGridNo &&
cnt != NOBODY &&
cnt->sGridNo == sNewGridNo &&
this->CanDragPerson(cnt))
{
SetDragOrderPerson(cnt);
@@ -24488,13 +24488,12 @@ INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber )
UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHigherLevel, BOOLEAN fDontCheckDistance )
{
UINT16 cnt = 0;
UINT8 ubNumberSL = 0;
// loop through all soldiers around
for ( cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; cnt++ )
for ( SoldierID cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; ++cnt )
{
SOLDIERTYPE *pSquadLeader = MercPtrs[cnt];
SOLDIERTYPE *pSquadLeader = cnt;
// Get active conscious soldier
if ( pSquadLeader != pSoldier && pSquadLeader->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 &&
pSquadLeader->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( pSquadLeader, SQUADLEADER_NT ) )
@@ -24531,9 +24530,9 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
// special loop for militia - they can get a bonus from our mercs
if ( pSoldier->bTeam == MILITIA_TEAM && ubNumberSL < gSkillTraitValues.ubSLMaxBonuses )
{
for ( cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
for ( SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
SOLDIERTYPE *pSquadLeader = MercPtrs[cnt];
SOLDIERTYPE *pSquadLeader = cnt;
// Get active conscious soldier
if ( pSquadLeader != pSoldier && pSquadLeader->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 &&
pSquadLeader->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( pSquadLeader, SQUADLEADER_NT ) )
@@ -24981,7 +24980,7 @@ BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType )
if ( gGameExternalOptions.fAllowCollectiveInterrupts )
{
SOLDIERTYPE *pTeammate;
UINT16 uCnt2 = 0, usColIntChance = 0;
UINT16 usColIntChance = 0;
UINT8 ubOriginalInterruptersCount = ubInterruptersFound, uCnt3 = 0;
BOOLEAN fAlreadyIn;
@@ -24989,9 +24988,10 @@ BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType )
{
pInterrupter = MercPtrs[ubaInterruptersList[uCnt]];
uCnt2 = gTacticalStatus.Team[pInterrupter->bTeam].bFirstID;
for ( pTeammate = MercPtrs[uCnt2]; uCnt2 <= gTacticalStatus.Team[pInterrupter->bTeam].bLastID; uCnt2++, pTeammate++ )
SoldierID uCnt2 = gTacticalStatus.Team[pInterrupter->bTeam].bFirstID;
for ( ; uCnt2 <= gTacticalStatus.Team[pInterrupter->bTeam].bLastID; ++uCnt2 )
{
pTeammate = uCnt2;
if ( pTeammate == NULL )
continue; // not valid
if ( pTeammate->bTeam != pInterrupter->bTeam )
@@ -25236,10 +25236,11 @@ BOOLEAN GetRadioOperatorSignal( SoldierID usOwner, INT32* psTargetGridNo )
bTeam = ENEMY_TEAM;
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[bTeam].bFirstID;
SoldierID lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
if ( pSoldier && pSoldier->CanUseRadio( FALSE ) && pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
{
*psTargetGridNo = pSoldier->sGridNo;
@@ -25306,10 +25307,11 @@ BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
BOOLEAN activeradio = FALSE;
BOOLEAN mortarfound = FALSE;
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[bTeam].bFirstID;
SoldierID lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
// check if soldier exists in this sector, and is on duty
if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY )
continue;
@@ -25332,10 +25334,11 @@ BOOLEAN SectorJammed( )
{
// check every soldier: are we jamming frequencies?
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
INT32 lastid = MAX_NUM_SOLDIERS;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
SoldierID lastid = MAX_NUM_SOLDIERS;
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && pSoldier->stats.bLife > 0 && pSoldier->IsJamming( ) )
return TRUE;
}
@@ -25347,10 +25350,11 @@ BOOLEAN PlayerTeamIsScanning( )
{
// check every soldier: are we jamming frequencies?
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && pSoldier->stats.bLife > 0 && pSoldier->IsScanning( ) )
return TRUE;
}
@@ -25364,10 +25368,11 @@ UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, INT8 bTeam )
UINT16 bestvalue = 0;
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[bTeam].bFirstID;
SoldierID lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pSoldier = cnt;
if ( pSoldier != pSniper && pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ
&& pSoldier->IsSpotting( )
&& PythSpacesAway( pSoldier->sGridNo, pSniper->sGridNo ) <= gGameExternalOptions.usSpotterRange
+14 -14
View File
@@ -574,7 +574,6 @@ INT16 gsStrategicDiseaseOriginSector = -1;
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID )
{
SOLDIERTYPE Soldier;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fGuyAvail = FALSE;
UINT16 bLastTeamID;
@@ -761,7 +760,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
cnt = gTacticalStatus.Team[ Soldier.bTeam ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ Soldier.bTeam ].bFirstID;
// ATE: If we are a vehicle, and a player, start at a different slot ( 2 - max )
if( Soldier.ubBodyType == HUMVEE ||
@@ -778,8 +777,9 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
bLastTeamID = gTacticalStatus.Team[ Soldier.bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
for ( ; cnt <= bLastTeamID; ++cnt )
{
pTeamSoldier = cnt;
if ( !pTeamSoldier->bActive )
{
fGuyAvail = TRUE;
@@ -794,7 +794,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, Soldier
}
// OK, set ID
Soldier.ubID = (UINT16)cnt;
Soldier.ubID = cnt;
*pubID = Soldier.ubID;
}
@@ -3031,7 +3031,7 @@ void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID )
SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
{
INT32 i, iStart, iEnd;
SoldierID i, iStart, iEnd;
SOLDIERTYPE *pSoldier;
//This code looks for a soldier of specified type that currently exists in tactical and
//returns the pointer to that soldier. This is used when copying the exact status of
@@ -3049,13 +3049,13 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
iEnd = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID;
}
for( i = iStart; i <= iEnd; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo))
{
if( i->bActive && i->bInSector && i->stats.bLife && !TileIsOutOfBounds(i->sGridNo))
{
if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
if( i->ubSoldierClass == ubSoldierClass )
{
//reserve this soldier
MercPtrs[ i ]->sGridNo = NOWHERE;
i->sGridNo = NOWHERE;
//Allocate and copy the soldier
pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
@@ -3348,7 +3348,7 @@ SOLDIERTYPE* TacticalCreateZombie()
SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
{
INT32 i, iStart, iEnd;
SoldierID i, iStart, iEnd;
SOLDIERTYPE *pSoldier;
// For description look original ReserveTacticalSoldierForAutoresolve()
@@ -3356,14 +3356,14 @@ SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
iStart = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID;
for( i = iStart; i <= iEnd; i++ )
for( i = iStart; i <= iEnd; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo))
if( i->bActive && i->bInSector && i->stats.bLife && !TileIsOutOfBounds(i->sGridNo))
{
if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
if( i->ubSoldierClass == ubSoldierClass )
{
//reserve this soldier
MercPtrs[ i ]->sGridNo = NOWHERE;
i->sGridNo = NOWHERE;
//Allocate and copy the soldier
pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
+10 -8
View File
@@ -1891,9 +1891,9 @@ void AddSoldierInitListMilitia( UINT16 ubNumGreen, UINT16 ubNumRegs, UINT16 ubNu
{
// determine how many militia have already been created in this sector (this can also have happened in another function), so count all active ones
UINT16 tacticalmilitia = 0;
for ( UINT16 i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM ].bLastID; ++i )
for ( SoldierID i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM ].bLastID; ++i )
{
if ( MercPtrs[i]->bInSector && MercPtrs[i]->bActive )
if ( i->bInSector && i->bActive )
++tacticalmilitia;
}
@@ -3205,10 +3205,11 @@ void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
// count current number of civilians
UINT16 numberofcivs = 0;
SOLDIERTYPE* pTeamSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
INT32 lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
SoldierID lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pTeamSoldier = cnt;
// check if teamsoldier exists in this sector
if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->sSectorX == sMapX && pTeamSoldier->sSectorY == sMapY && pTeamSoldier->bSectorZ == sMapZ )
++numberofcivs;
@@ -3276,10 +3277,11 @@ void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
UINT16 numberofcivs = 0;
UINT16 numberofpows = 0;
SOLDIERTYPE* pTeamSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
INT32 lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
SoldierID lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pTeamSoldier = cnt;
// check if teamsoldier exists in this sector
if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->sSectorX == sMapX && pTeamSoldier->sSectorY == sMapY && pTeamSoldier->bSectorZ == sMapZ )
++numberofcivs;
+6 -7
View File
@@ -2717,11 +2717,10 @@ void OverwriteMercOpinionsWithXMLData( UINT32 uiLoop )
// SANDRO - added function
INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID )
{
INT8 bNumber = 0;
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pTeammate;
BOOLEAN fOnlyOneException = FALSE;
INT8 bNumber = 0;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE *pTeammate;
BOOLEAN fOnlyOneException = FALSE;
pSoldier = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pSoldier || !( pSoldier->bActive ) || !( pSoldier->bInSector ) )
@@ -2729,9 +2728,9 @@ INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID )
return( -1 );
}
for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++)
for ( SoldierID uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++uiLoop )
{
pTeammate = MercPtrs[ uiLoop ];
pTeammate = uiLoop;
if ( pTeammate == NULL )
{
continue;
+3 -3
View File
@@ -397,17 +397,17 @@ void DoneFadeInWarp( void )
void DoneFadeOutWarpCallback( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// Warp!
// Set insertion data...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector )
{
+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 &&
+9 -8
View File
@@ -46,7 +46,6 @@ void HandleRPCDescription( )
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc = 0;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt2;
BOOLEAN fSAMSite = FALSE;
@@ -97,12 +96,13 @@ void HandleRPCDescription( )
// OK, count how many rpc guys we have....
// set up soldier ptr as first element in mercptrs list
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
if (gTacticalStatus.ubGuideDescriptionToUse != 100)
{
// run through list
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
// Add guy if he's a candidate...
if ( RPC_RECRUITED( pTeamSoldier ) )
{
@@ -137,8 +137,9 @@ void HandleRPCDescription( )
{
// run through list
cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
for ( ; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 )
{
pTeamSoldier = cnt2;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
@@ -154,7 +155,6 @@ void HandleRPCDescription( )
void HandleTacticalEndTurn( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
UINT32 uiTime;
static UINT32 uiTimeSinceLastStrategicUpdate = 0;
@@ -239,9 +239,10 @@ void HandleTacticalEndTurn( )
BeginLoggingForBleedMeToos( TRUE );
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;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// Handle everything from getting breath back, to bleeding, etc
@@ -275,7 +276,7 @@ void HandleTacticalEndTurn( )
// OK, loop through the mercs to perform 'end turn' events on each...
// We're looping through only mercs in tactical engine, ignoring our mercs
// because they were done earilier...
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
for ( UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
+87 -90
View File
@@ -136,8 +136,7 @@ void ClearIntList( void )
BOOLEAN BloodcatsPresent( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE *pSoldier;
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"BloodcatsPresent");
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
@@ -145,9 +144,9 @@ BOOLEAN BloodcatsPresent( void )
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
for ( SoldierID iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop )
{
pSoldier = MercPtrs[ iLoop ];
pSoldier = iLoop;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->ubBodyType == BLOODCAT )
{
@@ -160,7 +159,6 @@ BOOLEAN BloodcatsPresent( void )
void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
{
INT32 cnt;
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"StartPlayerTeamTurn");
// SOLDIERTYPE *pSoldier;
// EV_S_BEGINTURN SBeginTurn;
@@ -178,8 +176,6 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
// make sure set properly in gTacticalStatus:
gTacticalStatus.ubCurrentTeam = OUR_TEAM;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
InitPlayerUIBar( FALSE );
if ( gTacticalStatus.uiFlags & TURNBASED )
@@ -197,6 +193,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
// ATE: Commented out - looks like this message is called earlier for our team
// look for all mercs on the same team,
//SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
//{
// if ( pSoldier->bActive && pSoldier->stats.bLife > 0 )
@@ -302,7 +299,6 @@ void EndTurn( UINT8 ubNextTeam )
{
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"EndTurn");
SOLDIERTYPE * pSoldier;
INT32 cnt;
//Check for enemy pooling (add enemies if there happens to be more than the max in the
//current battle. If one or more slots have freed up, we can add them now.
@@ -344,9 +340,10 @@ void EndTurn( UINT8 ubNextTeam )
FreezeInterfaceForEnemyTurn();
// Loop through all mercs and set to moved
cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; cnt++,pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive )
{
pSoldier->aiData.bMoved = TRUE;
@@ -380,7 +377,6 @@ void EndAITurn( void )
{
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"EndAITurn");
SOLDIERTYPE * pSoldier;
INT32 cnt;
// Remove any deadlock message
EndDeadlockMsg( );
@@ -395,9 +391,10 @@ void EndAITurn( void )
}
else
{
cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; cnt++,pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive )
{
pSoldier->aiData.bMoved = TRUE;
@@ -417,7 +414,6 @@ void EndAllAITurns( void )
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"EndAllAITurns");
// warp turn to the player's turn
SOLDIERTYPE * pSoldier;
INT32 cnt;
// Remove any deadlock message
EndDeadlockMsg( );
@@ -428,9 +424,10 @@ void EndAllAITurns( void )
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
{
cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; cnt++,pSoldier++)
SoldierID id = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++id )
{
pSoldier = id;
if ( pSoldier->bActive )
{
pSoldier->aiData.bMoved = TRUE;
@@ -463,9 +460,10 @@ void EndTurnEvents( void )
DecaySmokeEffects( GetWorldTotalSeconds( ) );
SOLDIERTYPE* pSoldier = NULL;
UINT32 cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pSoldier)
SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
pSoldier = id;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 )//&& !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
{
// Flugente: update multi-turn actions
@@ -505,8 +503,6 @@ BOOLEAN LightningEndOfTurn( UINT8 ubTeam );
void BeginTeamTurn( UINT8 ubTeam )
{
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"BeginTeamTurn");
INT32 cnt;
SoldierID ubID;
SOLDIERTYPE *pSoldier;
//rain
@@ -573,9 +569,10 @@ void BeginTeamTurn( UINT8 ubTeam )
// decay team's public opplist
DecayPublicOpplist( ubTeam );
cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++,pSoldier++)
SoldierID id = gTacticalStatus.Team[ ubTeam ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ ubTeam ].bLastID; ++id )
{
pSoldier = id;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0)
{
// decay personal opplist, and refresh APs and BPs
@@ -644,7 +641,7 @@ void BeginTeamTurn( UINT8 ubTeam )
if ( BuildAIListForTeam( ubTeam ) )
{
ubID = RemoveFirstAIListEntry();
SoldierID ubID = RemoveFirstAIListEntry();
if (ubID != NOBODY)
{
// Dirty panel interface!
@@ -810,12 +807,12 @@ BOOLEAN EveryoneInInterruptListOnSameTeam( void )
void StartInterrupt( void )
{
UINT16 ubFirstInterrupter;
INT8 bTeam;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pTempSoldier;
UINT16 ubInterrupter;
INT32 cnt;
INT8 bTeam;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pTempSoldier;
SoldierID ubFirstInterrupter;
SoldierID ubInterrupter;
INT32 cnt;
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"StartInterrupt");
ubFirstInterrupter = LATEST_INTERRUPT_GUY;
@@ -837,9 +834,9 @@ void StartInterrupt( void )
gTacticalStatus.fInterruptOccurred = TRUE;
cnt = 0;
for ( pTempSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; cnt++,pTempSoldier++)
for ( SoldierID id = 0; id < MAX_NUM_SOLDIERS; ++id )
{
pTempSoldier = id;
if ( pTempSoldier->bActive )
{
pTempSoldier->bMovedPriorToInterrupt = pTempSoldier->aiData.bMoved;
@@ -862,7 +859,7 @@ void StartInterrupt( void )
//while( 1 )
for( iCounter = 0; iCounter < MAX_NUM_SOLDIERS; iCounter++ )
{
MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
ubInterrupter->aiData.bMoved = FALSE;
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
REMOVE_LATEST_INTERRUPT_GUY();
@@ -873,7 +870,7 @@ void StartInterrupt( void )
{
continue;
}
else if (MercPtrs[ubInterrupter]->bTeam != bTeam)
else if (ubInterrupter->bTeam != bTeam)
{
break;
}
@@ -891,7 +888,7 @@ void StartInterrupt( void )
handleInterrupt = FALSE;
// build string in separate loop here, want to linearly process squads...
SOLDIERTYPE *pInterruptedSoldier = MercPtrs[ubInterrupter];
SOLDIERTYPE *pInterruptedSoldier = ubInterrupter;
for ( iSquad = 0; iSquad < NUMBER_OF_SQUADS; iSquad++ )
{
for ( iCounter = 0; iCounter < NUMBER_OF_SOLDIERS_PER_SQUAD; iCounter++ )
@@ -981,9 +978,9 @@ void StartInterrupt( void )
PlayJA2Sample( ENDTURN_1, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
// report any close call quotes for us here
for ( iCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; iCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iCounter++ )
for ( SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
SOLDIERTYPE *pSoldier = MercPtrs[iCounter];
SOLDIERTYPE *pSoldier = id;
if ( OK_INSECTOR_MERC( pSoldier ) )
{
@@ -1022,7 +1019,7 @@ void StartInterrupt( void )
UINT16 usCounter;
for( usCounter = 0; usCounter < MAX_NUM_SOLDIERS; usCounter++ )
{
MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
ubInterrupter->aiData.bMoved = FALSE;
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
@@ -1033,7 +1030,7 @@ void StartInterrupt( void )
{
continue;
}
else if (MercPtrs[ubInterrupter]->bTeam != bTeam)
else if (ubInterrupter->bTeam != bTeam)
{
break;
}
@@ -1047,12 +1044,12 @@ void StartInterrupt( void )
BuildAIListForTeam( bTeam );
// set to the new first interrupter
cnt = RemoveFirstAIListEntry();
SoldierID id = RemoveFirstAIListEntry();
// sevenfm: RemoveFirstAIListEntry() can return NOBODY
if( cnt != NOBODY )
if( id != NOBODY )
{
pTempSoldier = MercPtrs[ cnt ];
pTempSoldier = id;
// sevenfm: don't do anything if pTempSoldier is NULL
if( pTempSoldier != NULL )
@@ -1117,16 +1114,15 @@ void StartInterrupt( void )
void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
{
UINT16 ubInterruptedSoldier;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pTempSoldier;
INT32 cnt;
BOOLEAN fFound;
INT16 ubMinAPsToAttack;
SoldierID ubInterruptedSoldier;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pTempSoldier;
BOOLEAN fFound;
INT16 ubMinAPsToAttack;
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"EndInterrupt");
for ( cnt = gubOutOfTurnPersons; cnt > 0; cnt-- )
for ( UINT16 cnt = gubOutOfTurnPersons; cnt > 0; cnt-- )
{
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("ENDINT: Q position %d: %d", cnt, gubOutOfTurnOrder[ cnt ] ) );
}
@@ -1144,9 +1140,10 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
}
// Loop through all mercs and see if any passed on this interrupt
cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( pTempSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; cnt++,pTempSoldier++)
SoldierID id = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++id )
{
pTempSoldier = id;
if ( pTempSoldier->bActive && pTempSoldier->bInSector && !pTempSoldier->aiData.bMoved && (pTempSoldier->bActionPoints == pTempSoldier->aiData.bIntStartAPs))
{
ubMinAPsToAttack = MinAPsToAttack( pTempSoldier, pTempSoldier->sLastTarget, FALSE, 0 );
@@ -1163,58 +1160,58 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
// resume interrupted interrupt
//hayden
if (!is_networked)
if ( !is_networked )
{
StartInterrupt();
}
else
}
else
{
UINT16 nubFirstInterrupter;
INT8 nbTeam;
SOLDIERTYPE * npSoldier;
SoldierID nubFirstInterrupter;
INT8 nbTeam;
SOLDIERTYPE *npSoldier;
nubFirstInterrupter = LATEST_INTERRUPT_GUY;
npSoldier = MercPtrs[nubFirstInterrupter];
npSoldier = nubFirstInterrupter;
nbTeam = npSoldier->bTeam;
//pSoldier is interrupted //but its not available //needs calculating
//npSoldier,nbTeam is interruptor
//hayden
#ifdef BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)..." );
#endif
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) // AI interrupt resume and im server
if ( (nbTeam > 0) && (nbTeam < 6) && is_server ) // AI interrupt resume and im server
{
send_interrupt( npSoldier );
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s and AI", TeamNameStrings[npSoldier->bTeam]);//tried to use pSoldier, but its not available. find another way to get correct team
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s and AI", TeamNameStrings[npSoldier->bTeam] );//tried to use pSoldier, but its not available. find another way to get correct team
}
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// resume AI interrupted and im server
else if ( is_server && gTacticalStatus.ubCurrentTeam == 1 )// resume AI interrupted and im server
{
//hayden
send_interrupt( npSoldier );
if(nbTeam !=0)
intAI(npSoldier);
else
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
if ( nbTeam != 0 )
intAI( npSoldier );
else
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam] );
}
#ifdef INTERRUPT_MP_DEADLOCK_FIX
//its our turn//else// pure client awarding interrupt resume //its our turn
else if(gTacticalStatus.ubCurrentTeam == 0)
else if ( gTacticalStatus.ubCurrentTeam == 0 )
#else
// pure client awarding interrupt resume
else
#endif
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam] );//this can be simplified if above comment is implemented
//ClearIntList();
//hayden//may need more work.
StartInterrupt();
@@ -1228,11 +1225,11 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: interrupt over, %d's team regains control", ubInterruptedSoldier ) );
pSoldier = MercPtrs[ubInterruptedSoldier];
pSoldier = ubInterruptedSoldier;
cnt = 0;
for ( pTempSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; cnt++,pTempSoldier++)
for ( SoldierID id = 0; id < MAX_NUM_SOLDIERS; ++id)
{
pTempSoldier = id;
if ( pTempSoldier->bActive )
{
// AI guys only here...
@@ -1371,9 +1368,10 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
fFound = FALSE;
// rebuild list for this team if anyone on the team is still available
cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
for ( pTempSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; cnt++,pTempSoldier++)
SoldierID id = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
for ( ; id <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++id )
{
pTempSoldier = id;
if ( pTempSoldier->bActive && pTempSoldier->bInSector && pTempSoldier->stats.bLife >= OKLIFE )
{
fFound = TRUE;
@@ -1390,16 +1388,16 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
{
// now bubble up everyone left in the interrupt queue, starting
// at the front of the array
for (cnt = 1; cnt <= gubOutOfTurnPersons; cnt++)
for (UINT16 cnt = 1; cnt <= gubOutOfTurnPersons; cnt++)
{
MoveToFrontOfAIList( gubOutOfTurnOrder[ cnt ] );
}
cnt = RemoveFirstAIListEntry();
if (cnt != NOBODY)
SoldierID id = RemoveFirstAIListEntry();
if (id != NOBODY)
{
fFound = TRUE;
StartNPCAI( MercPtrs[ cnt ] );
StartNPCAI( id );
}
}
@@ -2382,7 +2380,7 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
{
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,String("ResolveInterruptsVs: Soldier ID = %d, APs = %d (interrupt type = %d)",pSoldier->ubID,pSoldier->bActionPoints, ubInterruptType));
UINT8 ubTeam;
UINT16 ubOpp;
SoldierID ubOpp;
UINT16 ubIntCnt;
UINT16 ubIntList[MAXMERCS];
UINT8 ubIntDiff[MAXMERCS];
@@ -2404,9 +2402,9 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
// WDS fix broken interrupts (I hope...)
if (/*gTacticalStatus.Team[ubTeam].bTeamActive &&*/ (gTacticalStatus.Team[ubTeam].bSide != pSoldier->bSide) && ubTeam != CIV_TEAM)
{
for ( ubOpp = gTacticalStatus.Team[ ubTeam ].bFirstID; ubOpp <= gTacticalStatus.Team[ ubTeam ].bLastID; ubOpp++)
for ( ubOpp = gTacticalStatus.Team[ ubTeam ].bFirstID; ubOpp <= gTacticalStatus.Team[ ubTeam ].bLastID; ++ubOpp)
{
pOpponent = MercPtrs[ubOpp];
pOpponent = ubOpp;
AssertNotNIL(pOpponent);
if ( pOpponent->bActive && pOpponent->bInSector && (pOpponent->stats.bLife >= OKLIFE) && (pOpponent->bBreath >= OKBREATH) && !(pOpponent->bCollapsed) )
{
@@ -2519,17 +2517,16 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
{
// if anyone on this team is under AI control, remove
// their AI control flag and put them on the queue instead of this guy
for ( ubLoop = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ubLoop++ )
for ( SoldierID id = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID; id <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++id)
{
if ( (MercPtrs[ ubLoop ]->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
if ( id->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL)
{
// this guy lost control
MercPtrs[ ubLoop ]->flags.uiStatusFlags &= (~SOLDIER_UNDERAICONTROL);
AddToIntList( ubLoop, FALSE, TRUE);
id->flags.uiStatusFlags &= (~SOLDIER_UNDERAICONTROL);
AddToIntList( id, FALSE, TRUE);
break;
}
}
}
else
{
+297 -287
View File
@@ -2209,9 +2209,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// sevenfm: unready weapon for all selected
if (!fFound)
{
UINT16 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for (SOLDIERTYPE *pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++)
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for (; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED && WeaponReady(pSoldier))
{
pSoldier->InternalSoldierReadyWeapon(pSoldier->ubDirection, TRUE, FALSE);
@@ -4125,14 +4126,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// swap sungoggles and nightgoggles / put on gas masks
case 'N':
SOLDIERTYPE *pTeamSoldier;
UINT16 bLoop;
{
SOLDIERTYPE *pTeamSoldier;
SoldierID id;
// emergency command: everybody in this sector puts on gasmasks
if ( fAlt )
{
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++ )
for ( id = gTacticalStatus.Team[gbPlayerNum].bFirstID; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
if ( !AM_A_ROBOT( pTeamSoldier ) && pTeamSoldier->stats.bLife >= OKLIFE && (pTeamSoldier->sSectorX == gWorldSectorX) && (pTeamSoldier->sSectorY == gWorldSectorY) && (pTeamSoldier->bSectorZ == gbWorldSectorZ) )
{
WearGasMaskIfAvailable( pTeamSoldier );
@@ -4149,37 +4152,39 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
BOOLEAN fToNightVision;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for ( id = gTacticalStatus.Team[gbPlayerNum].bFirstID; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
pTeamSoldier = id;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( pTeamSoldier->inv[HEAD1POS].exists() || pTeamSoldier->inv[HEAD2POS].exists() )
{
fToNightVision = ( Item[pTeamSoldier->inv[HEAD1POS].usItem].brightlightvisionrangebonus > 0 || Item[pTeamSoldier->inv[HEAD2POS].usItem].brightlightvisionrangebonus > 0 );
fToNightVision = (Item[pTeamSoldier->inv[HEAD1POS].usItem].brightlightvisionrangebonus > 0 || Item[pTeamSoldier->inv[HEAD2POS].usItem].brightlightvisionrangebonus > 0);
break;
}
if ( bLoop == gTacticalStatus.Team[gbPlayerNum].bLastID )
if ( id == gTacticalStatus.Team[gbPlayerNum].bLastID )
{
// Default to night or day based on game hour
fToNightVision = NightTime();
}
}
}
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for ( id = gTacticalStatus.Team[gbPlayerNum].bFirstID; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
pTeamSoldier = id;
// HEADROCK HAM 3.5: When this INI setting is enabled, ALL mercs in the current sector will do a goggle swap.
if (gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector)
if ( gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGogglesUniformly(pTeamSoldier, fToNightVision);
SwapGogglesUniformly( pTeamSoldier, fToNightVision );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGogglesUniformly(pTeamSoldier, fToNightVision);
SwapGogglesUniformly( pTeamSoldier, fToNightVision );
}
}
}
@@ -4189,7 +4194,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
HandleTBSwapGoogles();
}
break;
}
case 'n':
if ( !AreInMeanwhile() )
{
@@ -6271,7 +6276,6 @@ void HandleSelectMercSlot( UINT8 ubPanelSlot, INT8 bCode )
void TestMeanWhile( INT32 iID )
{
MEANWHILE_DEFINITION MeanwhileDef;
INT32 cnt;
SOLDIERTYPE *pSoldier;
MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX; //3
@@ -6288,10 +6292,11 @@ void TestMeanWhile( INT32 iID )
// Loop through our mercs and set gridnos once some found.....
// look for all mercs on the same team,
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID 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;
// Are we a POW in this sector?
if ( pSoldier->bActive && pSoldier->bInSector )
{
@@ -6363,16 +6368,16 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
{
// If we have multiple guys selected, make all change stance!
SOLDIERTYPE * pSoldier;
INT32 cnt;
if ( gTacticalStatus.fAtLeastOneGuyOnMultiSelect && !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// OK, loop through all guys who are 'multi-selected' and
// check if our currently selected guy is amoung the
// lucky few.. if not, change to a guy who is...
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;
if ( pSoldier->bActive && pSoldier->bInSector )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
@@ -6485,16 +6490,16 @@ void HandleStealthChangeFromUIKeys( )
{
// If we have multiple guys selected, make all change stance!
SOLDIERTYPE * pSoldier;
INT32 cnt;
if ( gTacticalStatus.fAtLeastOneGuyOnMultiSelect && !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// OK, loop through all guys who are 'multi-selected' and
// check if our currently selected guy is amoung the
// lucky few.. if not, change to a guy who is...
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;
if ( pSoldier->bActive && !AM_A_ROBOT( pSoldier ) && pSoldier->bInSector )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
@@ -7682,12 +7687,13 @@ void HandleTBToggleStealthAll( void )
// Toggle squad's stealth mode.....
// For each guy on squad...
SOLDIERTYPE *pTeamSoldier;
UINT16 bLoop;
SoldierID bLoop;
BOOLEAN fStealthOn = FALSE;
// Check if at least one guy is on stealth....
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) )
{
if ( pTeamSoldier->bStealthMode )
@@ -7697,8 +7703,9 @@ void HandleTBToggleStealthAll( void )
fStealthOn = !fStealthOn;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( gpSMCurrentMerc != NULL && bLoop == gpSMCurrentMerc->ubID )
@@ -7715,6 +7722,7 @@ void HandleTBToggleStealthAll( void )
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_OFF_STEALTHMODE ] );
}
void HandleTBToggleFireMode( void )
{
// toggle fire mode
@@ -7722,23 +7730,23 @@ void HandleTBToggleFireMode( void )
( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ BURSTMODE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
SetBurstMode();
}
void HandleTBSelectAllMercs( void )
{
SOLDIERTYPE * pSoldier;
INT32 cnt;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
{
SOLDIERTYPE *pSoldier;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pSoldier = cnt;
// Check if this guy is OK to control....
if ( OK_CONTROLLABLE_MERC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
if ( OK_CONTROLLABLE_MERC( pSoldier ) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER)) )
{
pSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
}
}
}
}
EndMultiSoldierSelection( TRUE );
}
void HandleTBCycleThroughKnownEnemies( void )
{
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
@@ -7747,6 +7755,7 @@ void HandleTBCycleThroughKnownEnemies( void )
CycleThroughKnownEnemies( );
}
}
void HandleTBCycleThroughKnownEnemiesBackward( void )
{
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
@@ -7755,6 +7764,7 @@ void HandleTBCycleThroughKnownEnemiesBackward( void )
CycleThroughKnownEnemies( TRUE );
}
}
void HandleTBCycleThroughVisibleEnemies( void )
{
SOLDIERTYPE *pSoldier;
@@ -7848,10 +7858,10 @@ void HandleTBSwapSidearm( void )
void HandleTBSwapGoogles( void )
{
SOLDIERTYPE *pTeamSoldier;
UINT16 bLoop;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for ( SoldierID bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
// HEADROCK HAM 3.5: When this INI setting is enabled, ALL mercs in the current sector will do a goggle swap.
if (gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector)
{
@@ -7945,270 +7955,270 @@ void HandleTBReload( void )
}
void HandleTBReloadAll( void )
{
if (! ( gTacticalStatus.fEnemyInSector ) )
if ( !(gTacticalStatus.fEnemyInSector) )
{
SOLDIERTYPE *pTeamSoldier;
SoldierID bLoop;
UINT16 bullets;
OBJECTTYPE *pGun, *pAmmo, *pAmmoMags;
// Search for soldier
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
// Search for gun in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for ( UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2 )
{
SOLDIERTYPE *pTeamSoldier;
UINT16 bLoop;
UINT16 bullets;
OBJECTTYPE *pGun, *pAmmo, *pAmmoMags;
// Search for soldier
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
pGun = &(pTeamSoldier->inv[bLoop2]);
UINT16 gunmagsize = GetMagSize( pGun );
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
{
// Search for gun in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) )
if ( (gWorldItems[uiLoop].bVisible == TRUE) && (gWorldItems[uiLoop].fExists) && (gWorldItems[uiLoop].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[uiLoop].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
pGun = &(pTeamSoldier->inv[bLoop2]);
UINT16 gunmagsize = GetMagSize( pGun );
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
if ( (Item[gWorldItems[uiLoop].object.usItem].usItemClass & IC_AMMO) ) // the item is ammo
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
pAmmo = &(gWorldItems[uiLoop].object);
if ( CompatibleAmmoForGun( pAmmo, pGun ) ) // can use the ammo with this gun
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
if ( ( Item[ gWorldItems[ uiLoop ].object.usItem ].usItemClass & IC_AMMO ) ) // the item is ammo
{
pAmmo = &( gWorldItems[ uiLoop ].object );
if ( CompatibleAmmoForGun( pAmmo, pGun ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun, pAmmo );
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
{
RemoveItemFromPool( gWorldItems[ uiLoop ].sGridNo, uiLoop, gWorldItems[ uiLoop ].ubLevel );
}
// if gun is full, we can stop this
if ( (*pGun)[0]->data.gun.ubGunShotsLeft >= gunmagsize )
break;
}
}
ReloadGun( pTeamSoldier, pGun, pAmmo );
}
if ( (*pAmmo)[0]->data.ubShotsLeft == 0 )
{
RemoveItemFromPool( gWorldItems[uiLoop].sGridNo, uiLoop, gWorldItems[uiLoop].ubLevel );
}
// if gun is full, we can stop this
if ( (*pGun)[0]->data.gun.ubGunShotsLeft >= gunmagsize )
break;
}
}
//CHRISL: if not enough ammo in sector, reload using ammo carried in inventory
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
{
AutoReload( pTeamSoldier );
}
}
}
}
}
//MM: loop thru the soldiers again (lazy copy/paste :p). could do it all at once, but then there may not be enough ammo from the world items to fill everyone's guns first
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
//CHRISL: if not enough ammo in sector, reload using ammo carried in inventory
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
{
// Search for ammo in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
{
if ( Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_AMMO )
{
pAmmoMags = &(pTeamSoldier->inv[bLoop2]);
for ( UINT16 stackMag = 0; stackMag < (*pAmmoMags).ubNumberOfObjects; stackMag++ )
{
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
if ( ( Item[ gWorldItems[ uiLoop ].object.usItem ].usItemClass & IC_AMMO ) ) // the item is ammo
{
pAmmo = &( gWorldItems[ uiLoop ].object );
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubCalibre == Magazine[Item[pAmmo->usItem].ubClassIndex].ubCalibre ) // same calibre
{
// same ammo type
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
bullets = Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize - (*pAmmoMags)[stackMag]->data.ubShotsLeft;
if ((*pAmmo)[0]->data.ubShotsLeft < bullets)
bullets = (*pAmmo)[0]->data.ubShotsLeft;
(*pAmmoMags)[stackMag]->data.ubShotsLeft += bullets;
(*pAmmo)[0]->data.ubShotsLeft -= bullets;
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
{
RemoveItemFromPool( gWorldItems[ uiLoop ].sGridNo, uiLoop, gWorldItems[ uiLoop ].ubLevel );
}
}
}
}
}
//MM: if magazines still are partly empty, look through inventory for boxes and crates
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop)
{
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO) && Magazine[Item[pTeamSoldier->inv[uiLoop].usItem].ubClassIndex].ubMagType >= AMMO_BOX )
{
pAmmo = &(pTeamSoldier->inv[uiLoop]);
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubCalibre == Magazine[Item[pAmmo->usItem].ubClassIndex].ubCalibre ) // same calibre
{
// same ammo type
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
bullets = Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize - (*pAmmoMags)[stackMag]->data.ubShotsLeft;
if ((*pAmmo)[0]->data.ubShotsLeft < bullets)
bullets = (*pAmmo)[0]->data.ubShotsLeft;
(*pAmmoMags)[stackMag]->data.ubShotsLeft += bullets;
(*pAmmo)[0]->data.ubShotsLeft -= bullets;
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
DeleteObj(pAmmo);
}
}
}
}
}
}
if (IsWeaponAttached(pGun, IC_GUN))
{
OBJECTTYPE *pGun2 = FindAttachedWeapon(pGun, IC_GUN);
UINT16 gunmagsize2 = GetMagSize( pGun2 );
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < gunmagsize2 )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
if ( ( Item[ gWorldItems[ uiLoop ].object.usItem ].usItemClass & IC_AMMO ) ) // the item is ammo
{
pAmmo = &( gWorldItems[ uiLoop ].object );
if ( CompatibleAmmoForGun( pAmmo, pGun2 ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun2)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun2, pAmmo );
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
{
RemoveItemFromPool( gWorldItems[ uiLoop ].sGridNo, uiLoop, gWorldItems[ uiLoop ].ubLevel );
}
// if gun is full, we can stop this
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft >= gunmagsize2 )
break;
}
}
}
}
}
//CHRISL: if not enough ammo in sector, reload using ammo carried in inventory
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < gunmagsize2 )
{
AutoReload( pTeamSoldier );
}
}
}
}
AutoReload( pTeamSoldier );
}
}
}
else
}
}
//MM: loop thru the soldiers again (lazy copy/paste :p). could do it all at once, but then there may not be enough ammo from the world items to fill everyone's guns first
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
// Search for ammo in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for ( UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2 )
{
SOLDIERTYPE *pTeamSoldier;
UINT16 bLoop;
OBJECTTYPE *pGun, *pAmmo;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop, pTeamSoldier++)
if ( Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_AMMO )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( (Item[pTeamSoldier->inv[HANDPOS].usItem].usItemClass & (IC_GUN | IC_LAUNCHER) ) )
{
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pGun = pTeamSoldier->GetUsedWeapon( &(pTeamSoldier->inv[HANDPOS]) );
pAmmoMags = &(pTeamSoldier->inv[bLoop2]);
//magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun ) )
for ( UINT16 stackMag = 0; stackMag < (*pAmmoMags).ubNumberOfObjects; stackMag++ )
{
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[uiLoop].bVisible == TRUE) && (gWorldItems[uiLoop].fExists) && (gWorldItems[uiLoop].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[uiLoop].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
AutoReload( pTeamSoldier );
if ( (Item[gWorldItems[uiLoop].object.usItem].usItemClass & IC_AMMO) ) // the item is ammo
{
pAmmo = &(gWorldItems[uiLoop].object);
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubCalibre == Magazine[Item[pAmmo->usItem].ubClassIndex].ubCalibre ) // same calibre
{
// same ammo type
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
bullets = Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize - (*pAmmoMags)[stackMag]->data.ubShotsLeft;
if ( (*pAmmo)[0]->data.ubShotsLeft < bullets )
bullets = (*pAmmo)[0]->data.ubShotsLeft;
(*pAmmoMags)[stackMag]->data.ubShotsLeft += bullets;
(*pAmmo)[0]->data.ubShotsLeft -= bullets;
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ( (*pAmmo)[0]->data.ubShotsLeft == 0 )
{
RemoveItemFromPool( gWorldItems[uiLoop].sGridNo, uiLoop, gWorldItems[uiLoop].ubLevel );
}
}
}
}
}
else
//MM: if magazines still are partly empty, look through inventory for boxes and crates
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
// Search for gun in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
for ( UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) )
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO) && Magazine[Item[pTeamSoldier->inv[uiLoop].usItem].ubClassIndex].ubMagType >= AMMO_BOX )
{
pGun = &(pTeamSoldier->inv[bLoop2]);
pAmmo = &(pTeamSoldier->inv[uiLoop]);
UINT16 gunmagsize = GetMagSize( pGun );
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubCalibre == Magazine[Item[pAmmo->usItem].ubClassIndex].ubCalibre ) // same calibre
{
// Search for ammo in soldier inventory
for ( UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop )
// same ammo type
if ( Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO ) ) // the item is ammo
{
pAmmo = &(pTeamSoldier->inv[uiLoop]);
bullets = Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize - (*pAmmoMags)[stackMag]->data.ubShotsLeft;
if ( CompatibleAmmoForGun( pAmmo, pGun ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun, pAmmo );
if ( (*pAmmo)[0]->data.ubShotsLeft < bullets )
bullets = (*pAmmo)[0]->data.ubShotsLeft;
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
(*pAmmoMags)[stackMag]->data.ubShotsLeft += bullets;
(*pAmmo)[0]->data.ubShotsLeft -= bullets;
// if gun is full, we can stop this
if ( (*pGun)[0]->data.gun.ubGunShotsLeft >= gunmagsize )
break;
}
}
}
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ( (*pAmmo)[0]->data.ubShotsLeft == 0 )
DeleteObj( pAmmo );
}
}
}
}
}
}
if ( IsWeaponAttached( pGun, IC_GUN ) )
{
OBJECTTYPE *pGun2 = FindAttachedWeapon( pGun, IC_GUN );
UINT16 gunmagsize2 = GetMagSize( pGun2 );
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < gunmagsize2 )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[uiLoop].bVisible == TRUE) && (gWorldItems[uiLoop].fExists) && (gWorldItems[uiLoop].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[uiLoop].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
if ( (Item[gWorldItems[uiLoop].object.usItem].usItemClass & IC_AMMO) ) // the item is ammo
{
pAmmo = &(gWorldItems[uiLoop].object);
if ( CompatibleAmmoForGun( pAmmo, pGun2 ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun2)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun2, pAmmo );
}
if ( (*pAmmo)[0]->data.ubShotsLeft == 0 )
{
RemoveItemFromPool( gWorldItems[uiLoop].sGridNo, uiLoop, gWorldItems[uiLoop].ubLevel );
}
// if gun is full, we can stop this
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft >= gunmagsize2 )
break;
}
}
}
}
}
//CHRISL: if not enough ammo in sector, reload using ammo carried in inventory
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < gunmagsize2 )
{
AutoReload( pTeamSoldier );
}
}
}
}
}
}
}
else
{
SOLDIERTYPE *pTeamSoldier;
SoldierID bLoop;
OBJECTTYPE *pGun, *pAmmo;
for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier = bLoop;
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad() && !AM_A_ROBOT( pTeamSoldier ) )
{
if ( (Item[pTeamSoldier->inv[HANDPOS].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) )
{
if ( (gTacticalStatus.uiFlags & INCOMBAT) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pGun = pTeamSoldier->GetUsedWeapon( &(pTeamSoldier->inv[HANDPOS]) );
//magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun ) )
{
AutoReload( pTeamSoldier );
}
}
else
{
// Search for gun in soldier inventory
UINT32 invsize = pTeamSoldier->inv.size();
for ( UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2 )
{
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) )
{
pGun = &(pTeamSoldier->inv[bLoop2]);
UINT16 gunmagsize = GetMagSize( pGun );
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < gunmagsize )
{
// Search for ammo in soldier inventory
for ( UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO) ) // the item is ammo
{
pAmmo = &(pTeamSoldier->inv[uiLoop]);
if ( CompatibleAmmoForGun( pAmmo, pGun ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun, pAmmo );
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
// if gun is full, we can stop this
if ( (*pGun)[0]->data.gun.ubGunShotsLeft >= gunmagsize )
break;
}
}
}
@@ -8218,6 +8228,9 @@ void HandleTBReloadAll( void )
}
}
}
}
}
}
}
void HandleTBShowCover( void )
@@ -8311,9 +8324,9 @@ void HandleTBBackpacks(void)
bool backpackDropped = false;
SOLDIERTYPE* pTeamSoldier;
for (UINT16 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
for ( SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop )
{
pTeamSoldier = MercPtrs[ubLoop];
pTeamSoldier = ubLoop;
if (OK_CONTROLLABLE_MERC(pTeamSoldier) && pTeamSoldier->flags.DropPackFlag)
{
@@ -8336,31 +8349,30 @@ void HandleTBBackpacks(void)
void HandleTBDropBackpacks( void )
{
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
if( UsingNewInventorySystem() )
if ( UsingNewInventorySystem() )
{
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
SOLDIERTYPE *pTeamSoldier;
UINT16 ubLoop;
SOLDIERTYPE *pTeamSoldier;
INT16 sAPCost = APBPConstants[AP_BACK_PACK];
INT32 iBPCost = APBPConstants[BP_BACK_PACK];
for( ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop )
{
pTeamSoldier=MercPtrs[ ubLoop ];
pTeamSoldier = ubLoop;
if( OK_CONTROLLABLE_MERC( pTeamSoldier ) &&
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) &&
OK_INTERRUPT_MERC( pTeamSoldier ) &&
!AM_A_ROBOT( pTeamSoldier ) &&
EnoughPoints(pTeamSoldier, sAPCost, iBPCost, FALSE) &&
EnoughPoints( pTeamSoldier, sAPCost, iBPCost, FALSE ) &&
//pTeamSoldier->bAssignment == pSoldier->bAssignment &&
pTeamSoldier->bAssignment < ON_DUTY &&
pTeamSoldier->inv[BPACKPOCKPOS].exists() &&
!pTeamSoldier->flags.DropPackFlag )
{
if( ChangeDropPackStatus(pTeamSoldier, TRUE) )
{
if ( ChangeDropPackStatus( pTeamSoldier, TRUE ) )
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_SOLDIER_DROP], pTeamSoldier->GetName());
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_SOLDIER_DROP], pTeamSoldier->GetName() );
}
}
}
@@ -8378,14 +8390,13 @@ void HandleTBPickUpBackpacks( void )
{
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
SOLDIERTYPE *pTeamSoldier;
UINT16 ubLoop;
INT16 sAPCost = APBPConstants[AP_BACK_PACK];
INT32 iBPCost = APBPConstants[BP_BACK_PACK];
for( ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++ )
for( SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop )
{
pTeamSoldier=MercPtrs[ubLoop];
pTeamSoldier = ubLoop;
if( OK_CONTROLLABLE_MERC( pTeamSoldier ) &&
OK_INTERRUPT_MERC( pTeamSoldier ) &&
@@ -9602,7 +9613,6 @@ void HandleTBPickUpBackpacks(BOOLEAN fAll)
{
SOLDIERTYPE* pSoldier = NULL;
SOLDIERTYPE* pTeamSoldier;
UINT16 ubLoop;
if (gusSelectedSoldier != NOBODY)
{
@@ -9612,9 +9622,9 @@ void HandleTBPickUpBackpacks(BOOLEAN fAll)
INT16 sAPCost = APBPConstants[AP_BACK_PACK];
INT32 iBPCost = APBPConstants[BP_BACK_PACK];
for (ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
for ( SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop )
{
pTeamSoldier = MercPtrs[ubLoop];
pTeamSoldier = ubLoop;
if (pTeamSoldier &&
OK_CONTROLLABLE_MERC(pTeamSoldier) &&
+6 -8
View File
@@ -1718,15 +1718,15 @@ BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubSeat
SOLDIERTYPE *GetVehicleSoldierPointerFromPassenger( SOLDIERTYPE *pSrcSoldier )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
// End the turn of player charactors
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
// Check ubID....
@@ -2906,14 +2906,12 @@ BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEA
BOOLEAN OnlythisCanDriveVehicle( SOLDIERTYPE *pthis, INT32 iVehicleId )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
// get the current soldier
pSoldier = &Menptr[ iCounter ];
pSoldier = id;
// skip checking THIS soldier, we wanna know about everyone else
if ( pSoldier == pthis )
+155 -160
View File
@@ -989,61 +989,61 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
{
INT32 iLoop;
// WDS - make number of mercenaries, etc. be configurable
INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
// WDS - make number of mercenaries, etc. be configurable
INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
SOLDIERTYPE *pSoldier;
// Temporary for opplist synching - disable random order radioing
// Temporary for opplist synching - disable random order radioing
#ifdef RECORDOPPLIST
for (iLoop = Status.team[Net.pnum].guystart,ourPtr = MercPtrs[iLoop]; iLoop < Status.team[Net.pnum].guyend; iLoop++,ourPtr++)
for (iLoop = Status.team[Net.pnum].guystart,ourPtr = MercPtrs[iLoop]; iLoop < Status.team[Net.pnum].guyend; iLoop++,ourPtr++)
{
// if this merc is active, in this sector, and well enough to look
if (pSoldier->active && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
{
RadioSightings(pSoldier,ubAbout,pSoldier->bTeam);
pSoldier->bNewOppCnt = 0;
}
// if this merc is active, in this sector, and well enough to look
if (pSoldier->active && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
{
RadioSightings(pSoldier,ubAbout,pSoldier->bTeam);
pSoldier->bNewOppCnt = 0;
}
}
return;
return;
#endif
// All mercs on our local team check if they should radio about him
iLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// All mercs on our local team check if they should radio about him
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// make a list of all of our team's mercs
for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; iLoop++,pSoldier++)
// make a list of all of our team's mercs
for ( ; id <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++id )
{
// if this merc is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
// put him on our list, and increment the counter
radioMan[radioCnt++] = (INT16)iLoop;
pSoldier = id;
// if this merc is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
// put him on our list, and increment the counter
radioMan[radioCnt++] = (INT16)id;
}
// now RANDOMLY handle each of the mercs on our list, until none remain
// (this is all being done ONLY so that the mercs in the earliest merc
// slots do not arbitrarily get the bulk of the sighting speech quote
// action, while the later ones almost never pipe up, and is NOT
// strictly necessary, but a nice improvement over original JA)
while (radioCnt)
// now RANDOMLY handle each of the mercs on our list, until none remain
// (this is all being done ONLY so that the mercs in the earliest merc
// slots do not arbitrarily get the bulk of the sighting speech quote
// action, while the later ones almost never pipe up, and is NOT
// strictly necessary, but a nice improvement over original JA)
while (radioCnt)
{
// pick a merc from one of the remaining slots at random
iLoop = Random(radioCnt);
// pick a merc from one of the remaining slots at random
INT16 iLoop = Random(radioCnt);
// handle radioing for that merc
RadioSightings(MercPtrs[radioMan[iLoop]],ubAbout,MercPtrs[radioMan[iLoop]]->bTeam);
Menptr[radioMan[iLoop]].bNewOppCnt = 0;
// handle radioing for that merc
RadioSightings( MercPtrs[radioMan[iLoop]], ubAbout, MercPtrs[radioMan[iLoop]]->bTeam );
Menptr[radioMan[iLoop]].bNewOppCnt = 0;
// unless it WAS the last used slot that we happened to pick
if (iLoop != (radioCnt - 1))
// move the contents of the last slot into the one just handled
radioMan[iLoop] = radioMan[radioCnt - 1];
// unless it WAS the last used slot that we happened to pick
if (iLoop != (radioCnt - 1))
// move the contents of the last slot into the one just handled
radioMan[iLoop] = radioMan[radioCnt - 1];
radioCnt--;
radioCnt--;
}
}
@@ -1058,71 +1058,69 @@ INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
{
UINT16 bLoop;
SOLDIERTYPE *pMate;
bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
SoldierID bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
// look for all mercs on the same team, check opplists for this soldier
for (pMate = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; ++bLoop,pMate++)
for ( ; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; ++bLoop )
{
pMate = bLoop;
// if this "teammate" is me, myself, or I (whom we want to exclude)
if (bLoop == ubExcludeID)
continue; // skip to next teammate, I KNOW I don't see him...
if ( bLoop == ubExcludeID )
continue; // skip to next teammate, I KNOW I don't see him...
// if this merc is not on the same team
if (pMate->bTeam != ubTeam)
continue; // skip him, he's no teammate at all!
// if this merc is not on the same team
if ( pMate->bTeam != ubTeam )
continue; // skip him, he's no teammate at all!
// if this merc is not active, at base, on assignment, dead, unconscious
if (!pMate->bActive || !pMate->bInSector || (pMate->stats.bLife < OKLIFE))
continue; // next merc
// if this merc is not active, at base, on assignment, dead, unconscious
if ( !pMate->bActive || !pMate->bInSector || (pMate->stats.bLife < OKLIFE) )
continue; // next merc
// if this teammate currently sees this opponent
if (pMate->aiData.bOppList[pOpponent->ubID] == SEEN_CURRENTLY)
return(FALSE); // that's all I need to know, get out of here
// if this teammate currently sees this opponent
if ( pMate->aiData.bOppList[pOpponent->ubID] == SEEN_CURRENTLY )
return(FALSE); // that's all I need to know, get out of here
}
/* comm by ddd
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
if ( bIteration == 0 )
/* comm by ddd
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
if ( bIteration == 0 )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
#endif
*/
//ddd
if ( gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
if ( bIteration == 0 )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[MILITIA_TEAM].bTeamActive )
{
// check militia team as well
return(TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ));
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[gbPlayerNum].bTeamActive )
{
// check player team as well
return(TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ));
}
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
#endif
*/
//ddd
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
{
if ( bIteration == 0 )
{
if ( ubTeam == gbPlayerNum && gTacticalStatus.Team[ MILITIA_TEAM ].bTeamActive )
{
// check militia team as well
return( TeamNoLongerSeesMan( MILITIA_TEAM, pOpponent, ubExcludeID, 1 ) );
}
else if ( ubTeam == MILITIA_TEAM && gTacticalStatus.Team[ gbPlayerNum ].bTeamActive )
{
// check player team as well
return( TeamNoLongerSeesMan( gbPlayerNum, pOpponent, ubExcludeID, 1 ) );
}
}
}
//ddd
}
//ddd
// none of my friends is currently seeing the guy, so return success
return(TRUE);
// none of my friends is currently seeing the guy, so return success
return(TRUE);
}
INT16 DistanceSmellable( SOLDIERTYPE *pSoldier, SOLDIERTYPE * pSubject )
@@ -1524,12 +1522,11 @@ void TurnOffEveryonesMuzzleFlashes( void )
void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam )
{
UINT16 ubLoop;
SOLDIERTYPE * pSoldier;
for (ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ubLoop++)
for ( SoldierID ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->flags.fMuzzleFlash )
{
@@ -1638,15 +1635,14 @@ void InitOpplistForDoorOpening( void )
void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
{
UINT32 uiLoop;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier;
if( ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
return;
}
if (ubAllowInterrupts || !(gTacticalStatus.uiFlags & INCOMBAT) )
if ( ubAllowInterrupts || !(gTacticalStatus.uiFlags & INCOMBAT) )
{
gubBestToMakeSightingSize = BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL;
if ( gfDelayResolvingBestSightingDueToDoor )
@@ -1661,20 +1657,20 @@ void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
}
}
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
for ( UINT16 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
{
pSoldier = MercSlots[ uiLoop ];
pSoldier = MercSlots[uiLoop];
if ( pSoldier != NULL && pSoldier->stats.bLife >= OKLIFE )
{
HandleSight(pSoldier,SIGHT_LOOK); // no radio or interrupts yet
HandleSight( pSoldier, SIGHT_LOOK ); // no radio or interrupts yet
}
}
// the player team now radios about all sightings
for ( uiLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; uiLoop++ )
for ( SoldierID uiLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; uiLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiLoop )
{
HandleSight( MercPtrs[ uiLoop ], SIGHT_RADIO ); // looking was done above
HandleSight( uiLoop, SIGHT_RADIO ); // looking was done above
}
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
@@ -1698,52 +1694,52 @@ void AllTeamsLookForAll(UINT8 ubAllowInterrupts)
gubBestToMakeSightingSize = BEST_SIGHTING_ARRAY_SIZE_INCOMBAT;
}
/*
/*
// do this here as well as in overhead so the looks/interrupts are combined!
// do this here as well as in overhead so the looks/interrupts are combined!
// if a door was recently opened/closed (doesn't matter if we could see it)
// this is done here so we can first handle everyone looking through the
// door, and deal with the resulting opplist changes, interrupts, etc.
if ( !TileIsOutOfBounds(Status.doorCreakedGridno))
{
// opening/closing a door makes a bit of noise (constant volume)
MakeNoise(Status.doorCreakedGuynum,Status.doorCreakedGridno,TTypeList[Grid[Status.doorCreakedGridno].land],DOOR_NOISE_VOLUME,NOISE_CREAKING,EXPECTED_NOSEND);
// if a door was recently opened/closed (doesn't matter if we could see it)
// this is done here so we can first handle everyone looking through the
// door, and deal with the resulting opplist changes, interrupts, etc.
if ( !TileIsOutOfBounds(Status.doorCreakedGridno))
{
// opening/closing a door makes a bit of noise (constant volume)
MakeNoise(Status.doorCreakedGuynum,Status.doorCreakedGridno,TTypeList[Grid[Status.doorCreakedGridno].land],DOOR_NOISE_VOLUME,NOISE_CREAKING,EXPECTED_NOSEND);
Status.doorCreakedGridno = NOWHERE;
Status.doorCreakedGuynum = NOBODY;
}
Status.doorCreakedGridno = NOWHERE;
Status.doorCreakedGuynum = NOBODY;
}
// all soldiers now radio their findings (NO interrupts permitted this early!)
// NEW: our entire team must radio first, so that they radio about EVERYBODY
// rather radioing about individuals one a a time (repeats see 1 enemy quote)
for (cnt = Status.team[Net.pnum].guystart,ptr = MercPtrs[cnt]; cnt < Status.team[Net.pnum].guyend; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE))
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
// all soldiers now radio their findings (NO interrupts permitted this early!)
// NEW: our entire team must radio first, so that they radio about EVERYBODY
// rather radioing about individuals one a a time (repeats see 1 enemy quote)
for (cnt = Status.team[Net.pnum].guystart,ptr = MercPtrs[cnt]; cnt < Status.team[Net.pnum].guyend; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE))
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
for (cnt = 0,ptr = Menptr; cnt < MAXMERCS; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE) && !PTR_OURTEAM)
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
for (cnt = 0,ptr = Menptr; cnt < MAXMERCS; cnt++,ptr++)
{
if (ptr->active && ptr->in_sector && (ptr->life >= OKLIFE) && !PTR_OURTEAM)
HandleSight(ptr,SIGHT_RADIO); // looking was done above
}
// if interrupts were allowed
if (allowInterrupts)
// resolve interrupts against the selected character (others disallowed)
HandleSight(MercPtrs[Status.allLookCharacter],SIGHT_INTERRUPT);
// if interrupts were allowed
if (allowInterrupts)
// resolve interrupts against the selected character (others disallowed)
HandleSight(MercPtrs[Status.allLookCharacter],SIGHT_INTERRUPT);
// revert to normal interrupt operation
InterruptOnlyGuynum = NOBODY;
InterruptsAllowed = TRUE;
*/
// revert to normal interrupt operation
InterruptOnlyGuynum = NOBODY;
InterruptsAllowed = TRUE;
*/
// reset interrupt only guynum which may have been used
gubInterruptProvoker = NOBODY;
// reset interrupt only guynum which may have been used
gubInterruptProvoker = NOBODY;
}
@@ -3115,7 +3111,7 @@ void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
{
INT32 cnt;
SoldierID cnt;
UINT8 ubTeamMustLookAgain = FALSE, ubMadeDifference = FALSE;
SOLDIERTYPE *pSoldier;
INT8* pbPublOL = &(gbPublicOpplist[ubTeam][ubID]);
@@ -3143,8 +3139,9 @@ void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo,
// then everyone on team who's not aware of guynum must look for him
cnt = gTacticalStatus.Team[ubTeam].bFirstID;
for (pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt, pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt )
{
pSoldier = cnt;
// if this soldier is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
@@ -5719,7 +5716,6 @@ void TheirNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTer
void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
SOLDIERTYPE *pSoldier;
UINT16 bLoop;
UINT8 bTeam;
UINT8 ubLoudestEffVolume, ubEffVolume;
// UINT8 ubPlayVolume;
@@ -5923,8 +5919,9 @@ void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubT
ubHeardLoudestBy = NOBODY;
// All mercs on this team check if they are eligible to hear this noise
for (bLoop = gTacticalStatus.Team[bTeam].bFirstID,pSoldier = Menptr + bLoop; bLoop <= gTacticalStatus.Team[bTeam].bLastID; bLoop++,pSoldier++)
for ( SoldierID bLoop = gTacticalStatus.Team[bTeam].bFirstID; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop )
{
pSoldier = bLoop;
// if this "listener" is inactive, or in no condition to care
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->flags.uiStatusFlags & SOLDIER_DEAD || (pSoldier->stats.bLife < OKLIFE) || pSoldier->ubBodyType == LARVAE_MONSTER)
{
@@ -7439,15 +7436,15 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
{
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
INT8 bDir;
INT16 sDistAway, sDistVisible;
for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ++ubID )
{
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier != pDyingSoldier) && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus < STATUS_RED ) )
{
@@ -7470,22 +7467,20 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
}
}
}
}
}
BOOLEAN ArmyKnowsOfPlayersPresence( void )
{
UINT16 ubID;
SoldierID ubID;
SOLDIERTYPE * pSoldier;
// if anyone is still left...
if (gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
{
for ( ubID = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++ubID )
{
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus >= STATUS_RED ) )
{
@@ -7498,19 +7493,19 @@ BOOLEAN ArmyKnowsOfPlayersPresence( void )
BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
{
UINT16 ubID;
SoldierID ubID;
if (pSoldier->aiData.bOppCnt > 0)
if ( pSoldier->aiData.bOppCnt > 0 )
{
for ( ubID = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ubID++ )
for ( ubID = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++ubID )
{
if ( (pSoldier->aiData.bOppList[ ubID ] == SEEN_CURRENTLY) && (MercPtrs[ ubID ]->flags.uiStatusFlags & SOLDIER_MONSTER) )
if ( (pSoldier->aiData.bOppList[ubID] == SEEN_CURRENTLY) && (ubID->flags.uiStatusFlags & SOLDIER_MONSTER) )
{
return( TRUE );
return(TRUE);
}
}
}
return( FALSE );
return(FALSE);
}
@@ -7626,14 +7621,14 @@ INT8 GetHighestWatchedLocPoints( UINT16 ubID )
void CommunicateWatchedLoc( SoldierID ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
{
UINT16 ubLoop;
SoldierID ubLoop;
INT8 bTeam, bLoopPoint, bPoint;
bTeam = ubID->bTeam;
for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ubLoop++ )
for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ++ubLoop )
{
SOLDIERTYPE *pSoldier = MercPtrs[ubLoop];
SOLDIERTYPE *pSoldier = ubLoop;
if ( ubLoop == ubID || pSoldier->bActive == FALSE || pSoldier->bInSector == FALSE || pSoldier->stats.bLife < OKLIFE )
{
continue;
@@ -7784,13 +7779,13 @@ void DecayWatchedLocs( INT8 bTeam )
void MakeBloodcatsHostile( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE *pSoldier;
SoldierID id = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
for (pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop, ++pSoldier )
for ( ; id <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++id )
{
pSoldier = id;
if ( pSoldier->ubBodyType == BLOODCAT && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
SetSoldierNonNeutral( pSoldier );
+7 -10
View File
@@ -874,8 +874,6 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
{
UINT16 ubID;
if (gfTurnBasedAI)
{
if (gTacticalStatus.uiFlags & PLAYER_TEAM_DEAD)
@@ -885,9 +883,9 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
}
// search for any player merc to say close call quote
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
for ( SoldierID ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
{
SOLDIERTYPE *pMerc = MercPtrs[ubID];
SOLDIERTYPE *pMerc = ubID;
if ( OK_INSECTOR_MERC( pMerc ) )
{
@@ -941,10 +939,10 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
#endif
// find the next AI guy
ubID = RemoveFirstAIListEntry();
SoldierID ubID = RemoveFirstAIListEntry();
if (ubID != NOBODY)
{
StartNPCAI( MercPtrs[ ubID ] );
StartNPCAI( ubID );
return;
}
@@ -1119,14 +1117,13 @@ void StartNPCAI(SOLDIERTYPE *pSoldier)
BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{
INT32 cnt;
SOLDIERTYPE *pOurTeam;
cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID;
SoldierID cnt = gTacticalStatus.Team[pSoldier->bTeam].bFirstID;
// make a list of all of our team's mercs
for (pOurTeam = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; cnt++,pOurTeam++)
for ( ; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; ++cnt )
{
pOurTeam = cnt;
if ( pOurTeam->bActive )
{
if (pOurTeam->sGridNo == sGridNo || pOurTeam->aiData.usActionData == sGridNo)
+43 -52
View File
@@ -1703,18 +1703,17 @@ INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
// NOTE: skips EPCs!
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
INT32 sGridNo = NOWHERE;
// Loop through all mercs on player team
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop)
{
pTargetSoldier = Menptr + ubLoop;
pTargetSoldier = ubLoop;
if (!pTargetSoldier->bActive || !pTargetSoldier->bInSector)
{
@@ -1762,17 +1761,16 @@ INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
// used by NPCs... find the closest PC
// NOTE: skips EPCs!
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT32 sMinDist = WORLD_MAX;
INT32 sDist;
INT32 sGridNo = NOWHERE;
// Loop through all mercs on player team
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pTargetSoldier = Menptr + ubLoop;
pTargetSoldier = ubLoop;
if (!pTargetSoldier->bActive || !pTargetSoldier->bInSector)
continue;
@@ -2021,7 +2019,6 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
{
UINT8 ubTeamLoop;
UINT16 ubIDLoop;
SOLDIERTYPE *pOpponent;
for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ++ubTeamLoop )
@@ -2032,9 +2029,9 @@ BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax )
if ( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
{
// consider guys in this team, which isn't on our side
for ( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ++ubIDLoop )
for ( SoldierID ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ++ubIDLoop )
{
pOpponent = MercPtrs[ubIDLoop];
pOpponent = ubIDLoop;
// if this merc is inactive, at base, on assignment, or dead
if (!pOpponent)
@@ -2174,15 +2171,14 @@ INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbin
INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier )
{
// find the distance to the closest person on the same team
UINT16 ubLoop;
SOLDIERTYPE *pTargetSoldier;
INT16 sMinDist = 1000;
INT16 sDist;
// Loop through all mercs on player team
ubLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
SoldierID ubLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ubLoop++ )
for ( ; ubLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++ubLoop )
{
if (ubLoop == pSoldier->ubID)
{
@@ -2190,7 +2186,7 @@ INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier )
continue;
}
pTargetSoldier = Menptr + ubLoop;
pTargetSoldier = ubLoop;
if ( pSoldier->bActive && pSoldier->bInSector )
{
@@ -3167,12 +3163,11 @@ INT32 RangeChangeDesire( SOLDIERTYPE * pSoldier )
BOOLEAN ArmySeesOpponents( void )
{
INT32 cnt;
SOLDIERTYPE * pSoldier;
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
for ( SoldierID cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->aiData.bOppCnt > 0 )
{
@@ -3306,7 +3301,7 @@ INT16 AssessTacticalSituation( INT8 bTeam )
BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
{
SOLDIERTYPE * pSoldier;
UINT16 cnt;
SoldierID cnt;
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
@@ -3316,9 +3311,9 @@ BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
// We're checking Merc/Militia visibility
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM )
{
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ )
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
@@ -3328,9 +3323,9 @@ BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
return ( TRUE );
}
}
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
@@ -3349,9 +3344,9 @@ BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
// Check enemy visibility
else if (bTeam == ENEMY_TEAM)
{
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
@@ -3448,14 +3443,13 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
SoldierID GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
{
SoldierID id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same team)
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
for ( SoldierID uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
{
pFriend = MercPtrs[ uiLoop ];
pFriend = uiLoop;
// if this merc is inactive, not in sector, or dead
if (!pFriend)
@@ -3501,14 +3495,13 @@ SoldierID GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT
SoldierID GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
{
SoldierID id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same team)
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
for ( SoldierID uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
{
pFriend = MercPtrs[ uiLoop ];
pFriend = uiLoop;
// if this merc is inactive, not in sector, or dead
if (!pFriend)
@@ -3550,14 +3543,13 @@ SoldierID GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT
SoldierID GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
{
SoldierID id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same team)
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
for ( SoldierID uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
{
pFriend = MercPtrs[ uiLoop ];
pFriend = uiLoop;
// if this merc is inactive, not in sector, or dead
if (!pFriend)
@@ -3622,9 +3614,9 @@ UINT16 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
ubMyDir = GetDirectionFromCenterCellXYGridNo(sTargetGridNo, pSoldier->sGridNo);
// Run through each friendly.
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( SoldierID iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++iCounter )
{
pFriend = MercPtrs[ iCounter ];
pFriend = iCounter;
ubFriendDir = GetDirectionFromCenterCellXYGridNo(sTargetGridNo, pFriend->sGridNo);
if (pFriend != pSoldier &&
@@ -3654,9 +3646,9 @@ UINT16 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistanc
return 0;
// Run through each friendly.
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( SoldierID iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++iCounter )
{
pFriend = MercPtrs[ iCounter ];
pFriend = iCounter;
// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
// than the character being suppressed.
if (pFriend != pSoldier && pFriend->bActive && pFriend->stats.bLife >= OKLIFE &&
@@ -3963,9 +3955,9 @@ BOOLEAN WeAttack(INT8 bTeam)
SOLDIERTYPE * pFriend;
// Run through each friendly.
for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
for ( SoldierID iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; ++iCounter )
{
pFriend = MercPtrs[iCounter];
pFriend = iCounter;
if (pFriend &&
pFriend->bActive &&
@@ -3987,9 +3979,9 @@ UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UIN
UINT8 ubFriendCount = 0;
// Run through each friendly.
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( SoldierID iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++iCounter )
{
pFriend = MercPtrs[ iCounter ];
pFriend = iCounter;
if (pFriend != pSoldier &&
pFriend->bActive &&
@@ -4027,9 +4019,9 @@ UINT8 CountFriendsFlankSameSpot(SOLDIERTYPE *pSoldier, INT32 sSpot)
}
// Run through each friendly.
for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
for ( SoldierID iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; ++iCounter )
{
pFriend = MercPtrs[iCounter];
pFriend = iCounter;
if (pFriend &&
pFriend != pSoldier &&
@@ -4109,9 +4101,9 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
}
// Run through each friendly.
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
for ( SoldierID iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++iCounter )
{
pFriend = MercPtrs[ iCounter ];
pFriend = iCounter;
// Make sure that character is alive, not too shocked, and conscious
if (pFriend != pSoldier &&
@@ -4148,9 +4140,9 @@ UINT16 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance)
return 0;
// Run through each friendly.
for (UINT16 iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; iCounter++)
for ( SoldierID iCounter = gTacticalStatus.Team[bTeam].bFirstID; iCounter <= gTacticalStatus.Team[bTeam].bLastID; ++iCounter )
{
pFriend = MercPtrs[iCounter];
pFriend = iCounter;
if (pFriend &&
pFriend->bActive &&
@@ -4400,9 +4392,9 @@ UINT16 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier )
if ( bTeam >= MAXTEAMS )
return 0;
for ( UINT16 cnt = gTacticalStatus.Team[bTeam].bFirstID; cnt <= gTacticalStatus.Team[bTeam].bLastID; ++cnt )
for ( SoldierID cnt = gTacticalStatus.Team[bTeam].bFirstID; cnt <= gTacticalStatus.Team[bTeam].bLastID; ++cnt )
{
pFriend = MercPtrs[cnt];
pFriend = cnt;
if ( pFriend->bActive &&
pFriend->bInSector &&
@@ -4844,7 +4836,6 @@ UINT16 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
CHECKF(pSoldier);
UINT8 ubTeamLoop;
UINT16 ubIDLoop;
UINT16 cnt = 0;
for( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
@@ -4855,7 +4846,7 @@ UINT16 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
if( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
{
// consider guys in this team, which isn't on our side
for( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ubIDLoop++ )
for( SoldierID ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ++ubIDLoop )
{
// if this guy SAW an enemy recently...
if( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY &&
+2 -2
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@@ -3903,9 +3903,9 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
UINT8 ubDirection;
// Run through each friendly.
for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
for ( SoldierID iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; ++iCounter)
{
pFriend = MercPtrs[iCounter];
pFriend = iCounter;
// check that friend is alive and needs cover
if (pFriend &&
+7 -7
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@@ -66,11 +66,11 @@ INT8 gbHuntCallPriority[NUM_CREATURE_CALLS] =
void CreatureCall( SOLDIERTYPE * pCaller )
{
UINT8 ubCallerType=0;
UINT16 ubReceiver;
INT8 bFullPriority;
INT8 bPriority;
SOLDIERTYPE * pReceiver;
UINT16 usDistToCaller;
SoldierID ubReceiver;
INT8 bFullPriority;
INT8 bPriority;
SOLDIERTYPE *pReceiver;
UINT16 usDistToCaller;
// communicate call to all creatures on map through ultrasonics
gTacticalStatus.Team[pCaller->bTeam].bAwareOfOpposition = TRUE;
@@ -121,9 +121,9 @@ void CreatureCall( SOLDIERTYPE * pCaller )
}
for (ubReceiver = gTacticalStatus.Team[ pCaller->bTeam ].bFirstID; ubReceiver <= gTacticalStatus.Team[ pCaller->bTeam ].bLastID; ubReceiver++)
for (ubReceiver = gTacticalStatus.Team[ pCaller->bTeam ].bFirstID; ubReceiver <= gTacticalStatus.Team[ pCaller->bTeam ].bLastID; ++ubReceiver )
{
pReceiver = MercPtrs[ubReceiver];
pReceiver = ubReceiver;
if (pReceiver->bActive && pReceiver->bInSector && (pReceiver->stats.bLife >= OKLIFE) && (pReceiver != pCaller) && (pReceiver->aiData.bAlertStatus < STATUS_BLACK))
{
if (pReceiver->ubBodyType != LARVAE_MONSTER && pReceiver->ubBodyType != INFANT_MONSTER && pReceiver->ubBodyType != QUEENMONSTER)
+2 -2
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@@ -754,9 +754,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
{
// WANNE: This should fix the bug if any merc are still under PC control. This could happen after boxing in SAN MONA.
SOLDIERTYPE *pTeamSoldier;
for (UINT16 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
for ( SoldierID bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop )
{
pTeamSoldier=MercPtrs[bLoop];
pTeamSoldier = bLoop;
if (pTeamSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL)
pTeamSoldier->flags.uiStatusFlags &= (~SOLDIER_PCUNDERAICONTROL);
+6 -6
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@@ -21,7 +21,6 @@ void CallAvailableEnemiesTo( INT32 sGridNo )
void CallAvailableTeamEnemiesTo( INT32 sGridNo, INT8 bTeam )
{
INT32 iLoop2;
SOLDIERTYPE * pSoldier;
// All enemy teams become aware of a very important "noise" coming from here!
@@ -36,9 +35,10 @@ void CallAvailableTeamEnemiesTo( INT32 sGridNo, INT8 bTeam )
gubPublicNoiseVolume[bTeam] = MAX_MISC_NOISE_DURATION;
// new situation for everyone;
iLoop2 = gTacticalStatus.Team[ bTeam ].bFirstID;
for ( pSoldier = MercPtrs[iLoop2]; iLoop2 <= gTacticalStatus.Team[ bTeam ].bLastID; iLoop2++, pSoldier++ )
SoldierID iLoop2 = gTacticalStatus.Team[ bTeam ].bFirstID;
for ( ; iLoop2 <= gTacticalStatus.Team[ bTeam ].bLastID; ++iLoop2 )
{
pSoldier = iLoop2;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
SetNewSituation( pSoldier );
@@ -54,7 +54,6 @@ void CallAvailableKingpinMenTo( INT32 sGridNo )
// like call all enemies, but only affects civgroup KINGPIN guys with
// NO PROFILE
INT32 iLoop2;
SOLDIERTYPE * pSoldier;
// All enemy teams become aware of a very important "noise" coming from here!
@@ -67,9 +66,10 @@ void CallAvailableKingpinMenTo( INT32 sGridNo )
// new situation for everyone...
iLoop2 = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[iLoop2]; iLoop2 <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iLoop2++, pSoldier++ )
SoldierID iLoop2 = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( ; iLoop2 <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iLoop2 )
{
pSoldier = iLoop2;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP && pSoldier->ubProfile == NO_PROFILE)
{
SetNewSituation( pSoldier );
+14 -14
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@@ -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!
+6 -6
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@@ -2913,7 +2913,6 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier, *pSoldier;
INT32 cnt;
// First get pointer to NPC
pSoldier = FindSoldierByProfileID( ubNPC, FALSE );
@@ -2921,11 +2920,12 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
// Loop through all our guys and randomly say one from someone in our sector
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
@@ -3649,7 +3649,6 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
UINT16 ubNumMercsAvailable = 0, ubChosenMerc;
SOLDIERTYPE * pTeamSoldier;
SOLDIERTYPE * pSoldier;
INT32 cnt;
INT8 bTeam;
// First get pointer to NPC
@@ -3663,11 +3662,12 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
// Loop through all our guys and find one to yell
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
if ( pTeamSoldier->bActive && pSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bBreath >= OKBREATH && pTeamSoldier->aiData.bOppCnt > 0 && pTeamSoldier->ubProfile != NO_PROFILE )
{
+16 -16
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@@ -3283,13 +3283,12 @@ void BillyBlocksDoorCallback( void )
BOOLEAN HookerInRoom( UINT16 usRoom )
{
//DBrot: More Rooms
UINT16 ubLoop;//, ubTempRoom;
UINT16 usTempRoom;
SOLDIERTYPE * pSoldier;
for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->aiData.bNeutral && pSoldier->ubBodyType == MINICIV )
{
@@ -4292,7 +4291,7 @@ void HandleExplosionQueue( void )
if (gfExplosionQueueMayHaveChangedSight)
{
UINT16 ubLoop;
SoldierID ubLoop;
SOLDIERTYPE * pTeamSoldier;
// set variable so we may at least have someone to resolve interrupts vs
@@ -4301,8 +4300,9 @@ void HandleExplosionQueue( void )
// call fov code
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pTeamSoldier = ubLoop;
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
RevealRoofsAndItems( pTeamSoldier, TRUE, FALSE, pTeamSoldier->pathing.bLevel, FALSE );
@@ -4442,17 +4442,17 @@ void HandleExplosionWarningAnimations( )
// soldiers
if (!fShow)
{
for (UINT32 ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
for ( SoldierID ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
{
if (ubID != pSoldier->ubID &&
MercPtrs[ubID] &&
MercPtrs[ubID]->sGridNo == sSpot &&
MercPtrs[ubID]->bVisible == TRUE &&
MercPtrs[ubID]->pathing.bLevel == bLevel &&
gAnimControl[MercPtrs[ubID]->usAnimState].ubEndHeight == ANIM_PRONE &&
!Water(MercPtrs[ubID]->sGridNo, MercPtrs[ubID]->pathing.bLevel) &&
ubID != NOBODY &&
ubID->sGridNo == sSpot &&
ubID->bVisible == TRUE &&
ubID->pathing.bLevel == bLevel &&
gAnimControl[ubID->usAnimState].ubEndHeight == ANIM_PRONE &&
!Water(ubID->sGridNo, ubID->pathing.bLevel) &&
pSoldier->ubBodyType <= REGFEMALE &&
(MercPtrs[ubID]->bTeam == pSoldier->bTeam || MercPtrs[ubID]->IsUnconscious() || MercPtrs[ubID]->stats.bLife < OKLIFE))
(ubID->bTeam == pSoldier->bTeam || ubID->IsUnconscious() || ubID->stats.bLife < OKLIFE))
{
fShow = TRUE;
}
@@ -5308,7 +5308,6 @@ void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
{
SOLDIERTYPE * pSoldier;
UINT16 cnt;
if ( ubOwner == NOBODY )
{
@@ -5324,9 +5323,10 @@ void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
if ( sGridNo == NOWHERE || !InARoom( sGridNo, NULL ) )
return;
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral )
{
if ( pSoldier->ubProfile != NO_PROFILE )
+4 -3
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@@ -1336,10 +1336,11 @@ INT32 RandomGridNo()
BOOLEAN GridNoNearPlayerMercs( INT32 sGridNo, INT16 sRadius )
{
SOLDIERTYPE* pTeamSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
INT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( ; cnt < lastid; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( PythSpacesAway(sGridNo, pTeamSoldier->sGridNo) < sRadius )
+7 -7
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@@ -227,7 +227,7 @@ void InitTacticalPlacementGUI()
{
islocked=0;//hayden
VOBJECT_DESC VObjectDesc;
INT32 i, xp, yp;
INT32 xp, yp;
UINT8 ubFaceIndex;
gfTacticalPlacementGUIActive = TRUE;
gfTacticalPlacementGUIDirty = TRUE;
@@ -325,9 +325,9 @@ void InitTacticalPlacementGUI()
//First pass: Count the number of mercs that are going to be placed by the player.
// This determines the size of the array we will allocate.
giPlacements = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && !pSoldier->flags.fBetweenSectors &&
CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
!( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
@@ -345,9 +345,9 @@ void InitTacticalPlacementGUI()
Assert( gMercPlacement );
//Second pass: Assign the mercs to their respective slots.
giPlacements = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors &&
CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
pSoldier->bAssignment != ASSIGNMENT_POW &&
@@ -426,7 +426,7 @@ void InitTacticalPlacementGUI()
}
//add all the faces now
for( i = 0; i < giPlacements; ++i )
for( INT32 i = 0; i < giPlacements; ++i )
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
@@ -483,7 +483,7 @@ void InitTacticalPlacementGUI()
{
ButtonList[ iTPButtons[ GROUP_BUTTON ] ]->uiFlags |= BUTTON_CLICKED_ON;
for( i = 0; i < giPlacements; ++i )
for( INT32 i = 0; i < giPlacements; ++i )
{ //go from the currently selected soldier to the end
if( !gMercPlacement[ i ].fPlaced )
{ //Found an unplaced merc. Select him.