Convert MapScreenCharacterSt::usSolID to SoldierID

This commit is contained in:
Asdow
2024-11-17 01:25:00 +02:00
parent 2918801f75
commit c475f9e4e6
14 changed files with 331 additions and 318 deletions
+18 -17
View File
@@ -632,7 +632,7 @@ BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pSoldier
extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier );
extern BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
extern BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
// only 2 trainers are allowed per sector, so this function counts the # in a guy's sector
// HEADROCK HAM 3.6: Now takes an extra argument for Militia Type
@@ -3106,7 +3106,7 @@ void VerifyTownTrainingIsPaidFor( void )
continue;
}
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
{
@@ -9643,7 +9643,8 @@ void CreateDestroyMouseRegionsForAssignmentMenu( void )
return;
}
if( ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].stats.bLife == 0 ) || ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].bAssignment == ASSIGNMENT_POW ) )
if( ( gCharactersList[bSelectedAssignChar].usSolID->stats.bLife == 0 ) || ( gCharactersList[bSelectedAssignChar].usSolID->bAssignment == ASSIGNMENT_POW ) )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
@@ -11114,7 +11115,7 @@ void DetermineWhichAssignmentMenusCanBeShown( void )
CreateDestroyMouseRegionForFacilityMenu();
CreateDestroyMouseRegionsForFacilityAssignmentMenu();
if( ( ( Menptr[gCharactersList[ bSelectedInfoChar ].usSolID].stats.bLife == 0 )||( Menptr[gCharactersList[bSelectedInfoChar].usSolID].bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
if( ( ( gCharactersList[ bSelectedInfoChar ].usSolID->stats.bLife == 0 )||( gCharactersList[bSelectedInfoChar].usSolID->bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
{
// show basic assignment menu
ShowBox( ghRemoveMercAssignBox );
@@ -11596,7 +11597,7 @@ void CreateDestroyMouseRegionsForContractMenu( void )
return;
}
if( Menptr[gCharactersList[bSelectedContractChar].usSolID].stats.bLife == 0 )
if( gCharactersList[bSelectedContractChar].usSolID->stats.bLife == 0 )
{
// dead guy handle menu stuff
@@ -12825,7 +12826,7 @@ void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
}
else
{
@@ -18406,7 +18407,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
if( gCharactersList[ iCounter ].fValid )
{
// get the soldier pointer
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive == FALSE )
{
@@ -18807,7 +18808,7 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
{
if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE )
{
pSelectedSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
pSelectedSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
}
}
@@ -18819,9 +18820,9 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
if( ( gCharactersList[ iCounter ].fValid ) &&
( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) &&
( iCounter != bSelectedAssignChar ) &&
!(Menptr[ gCharactersList[ iCounter ].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE ) )
!(gCharactersList[ iCounter ].usSolID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
// assume it's NOT gonna work
fItWorked = FALSE;
@@ -19616,13 +19617,13 @@ SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK, BOOLEAN fReturnVehicleDr
if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) &&
( gCharactersList[ bSelectedAssignChar ].fValid ) )
{
pSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
pSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
}
}
else
{
// tactical version
pSoldier = &Menptr[ gusUIFullTargetID ];
pSoldier = gusUIFullTargetID;
}
if ( !fNullOK )
@@ -20079,7 +20080,7 @@ BOOLEAN FindAnyAwakeTrainers( SOLDIERTYPE *pTrainee )
while(gCharactersList[ubCounter].fValid)
{
pTrainer = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pTrainer = gCharactersList[ ubCounter ].usSolID;
// Is trainer awake?
if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pTrainee->bTrainStat &&
@@ -20115,7 +20116,7 @@ BOOLEAN FindAnyAwakeTrainees( SOLDIERTYPE *pTrainer )
while(gCharactersList[ubCounter].fValid)
{
pTrainee = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pTrainee = gCharactersList[ ubCounter ].usSolID;
// Is trainee awake?
if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
@@ -21058,7 +21059,7 @@ INT8 CountFreeFacilitySlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType )
// Count number of people doing anything at this facility.
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
@@ -21101,7 +21102,7 @@ INT8 CountFreeFacilityAssignmentSlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilit
// Count number of people doing this assignment at this facility.
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
@@ -21527,7 +21528,7 @@ void ResetAllExpensiveFacilityAssignments()
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character doing facility work?
INT8 ubAssignmentIndex = GetSoldierFacilityAssignmentIndex( pSoldier );