diff --git a/Ja2/SaveLoadGame.cpp b/Ja2/SaveLoadGame.cpp index a85ad173..34f283fe 100644 --- a/Ja2/SaveLoadGame.cpp +++ b/Ja2/SaveLoadGame.cpp @@ -6926,12 +6926,12 @@ BOOLEAN SaveSoldierStructure( HWFILE hFile ) BOOLEAN LoadSoldierStructure( HWFILE hFile ) { - UINT16 cnt; - UINT32 uiNumBytesRead=0; - UINT16 ubId; + UINT16 cnt; + UINT32 uiNumBytesRead=0; + SoldierID ubId; UINT8 ubOne = 1; UINT8 ubActive = 1; - UINT32 uiPercentage; + UINT32 uiPercentage; SOLDIERTYPE SavedSoldierInfo; //Loop through all the soldier and delete them all diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index efeb2479..e0fbc54a 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -1082,7 +1082,7 @@ void recieveHIRE(RPCParameters *rpcParameters) send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input; SOLDIERTYPE *pSoldier; - UINT16 iNewIndex; + SoldierID iNewIndex; SOLDIERCREATE_STRUCT MercCreateStruct; BOOLEAN fReturn = FALSE; @@ -1097,7 +1097,7 @@ void recieveHIRE(RPCParameters *rpcParameters) TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ; - pSoldier = &Menptr[iNewIndex]; + pSoldier = iNewIndex; pSoldier->flags.uiStatusFlags |= SOLDIER_PC; gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED; @@ -1290,7 +1290,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct ) void recieveAI (RPCParameters *rpcParameters) { - UINT16 iNewIndex; + SoldierID iNewIndex; SOLDIERTYPE *pSoldier; AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input; @@ -1354,7 +1354,7 @@ void recieveAI (RPCParameters *rpcParameters) new_standard_data.fPlayerPlan=1; TacticalCreateSoldier( &new_standard_data, &iNewIndex ); - pSoldier = &Menptr[iNewIndex]; + pSoldier = iNewIndex; pSoldier->flags.uiStatusFlags |= SOLDIER_PC; AddSoldierToSector( iNewIndex ); diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index e55eb561..cddd2e02 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -3749,7 +3749,7 @@ void CreateTempPlayerMerc() { SOLDIERCREATE_STRUCT MercCreateStruct; static INT32 iSoldierCount=0; - UINT16 ubID; + SoldierID ubID; //Init the merc create structure with basic information MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM; diff --git a/Strategic/Quest Debug System.cpp b/Strategic/Quest Debug System.cpp index 1cd77da1..3b937bb4 100644 --- a/Strategic/Quest Debug System.cpp +++ b/Strategic/Quest Debug System.cpp @@ -2995,7 +2995,7 @@ void AddNPCToGridNo( INT32 iGridNo ) { SOLDIERCREATE_STRUCT MercCreateStruct; INT16 sSectorX, sSectorY; - UINT16 ubID; + SoldierID ubID; GetCurrentWorldSector( &sSectorX, &sSectorY ); MercCreateStruct.bTeam = CIV_TEAM; diff --git a/Tactical/Handle UI Plan.cpp b/Tactical/Handle UI Plan.cpp index de94ba0a..3e2be46a 100644 --- a/Tactical/Handle UI Plan.cpp +++ b/Tactical/Handle UI Plan.cpp @@ -37,12 +37,12 @@ BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier ) BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID ) { SOLDIERTYPE *pPlanSoldier; - INT16 sXPos, sYPos; - INT16 sAPCost = 0; - INT8 bDirection; - INT32 iLoop; + INT16 sXPos, sYPos; + INT16 sAPCost = 0; + INT8 bDirection; + INT32 iLoop; SOLDIERCREATE_STRUCT MercCreateStruct; - UINT16 ubNewIndex; + SoldierID ubNewIndex; // Depeding on stance and direction facing, add guy! diff --git a/Tactical/Merc Hiring.cpp b/Tactical/Merc Hiring.cpp index 92410d87..5cdb9f00 100644 --- a/Tactical/Merc Hiring.cpp +++ b/Tactical/Merc Hiring.cpp @@ -127,7 +127,7 @@ UINT16 GetInitialHeliRandomTime(); INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc) { SOLDIERTYPE *pSoldier; - UINT16 iNewIndex; + SoldierID iNewIndex; UINT8 ubCurrentSoldier = pHireMerc->ubProfileID; MERCPROFILESTRUCT *pMerc; SOLDIERCREATE_STRUCT MercCreateStruct; diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index 0ca90c94..b1540460 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -1155,14 +1155,14 @@ INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier ) void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ) { SOLDIERCREATE_STRUCT MercCreateStruct; - INT8 ubBodyType = CROW; - UINT16 iNewIndex; - INT32 sGridNo; - UINT8 ubDirection; - SOLDIERTYPE *pSoldier; + INT8 ubBodyType = CROW; + SoldierID iNewIndex; + INT32 sGridNo; + UINT8 ubDirection; + SOLDIERTYPE *pSoldier; //DBrot: More Rooms - //UINT8 ubRoomNum; - UINT16 usRoomNum; + //UINT8 ubRoomNum; + UINT16 usRoomNum; // No crows inside :( if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) ) { @@ -2918,7 +2918,7 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState ) MercCreateStruct.fVisible = TRUE; - UINT16 iNewIndex; + SoldierID iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { /* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index a5e41fd7..1a2be1a6 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -571,7 +571,7 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp ) // For this reason, we add a little helper variable that stores such a sector. INT16 gsStrategicDiseaseOriginSector = -1; #pragma optimize("", off) -SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID ) +SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID ) { SOLDIERTYPE Soldier; INT32 cnt; @@ -3076,7 +3076,7 @@ SOLDIERTYPE* TacticalCreateAdministrator() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3109,7 +3109,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3143,7 +3143,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3185,7 +3185,7 @@ SOLDIERTYPE* TacticalCreateEnemyTank() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3227,7 +3227,7 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( ) { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3270,7 +3270,7 @@ SOLDIERTYPE* TacticalCreateEnemyRobot() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3313,7 +3313,7 @@ SOLDIERTYPE* TacticalCreateZombie() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3387,7 +3387,7 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY ) { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if (gpBattleGroup && @@ -3428,7 +3428,7 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType ) { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3454,7 +3454,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass ) { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier = NULL; // this needs the covert ops trait, and thus the new trait system @@ -3503,9 +3503,9 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 if ( guiCurrentScreen == AUTORESOLVE_SCREEN ) return NULL; - UINT16 ubID = NOBODY; - SOLDIERTYPE* pSoldier = NULL; - SOLDIERCREATE_STRUCT MercCreateStruct; + SoldierID ubID = NOBODY; + SOLDIERTYPE* pSoldier = NULL; + SOLDIERCREATE_STRUCT MercCreateStruct; MercCreateStruct.initialize( ); MercCreateStruct.bTeam = CIV_TEAM; @@ -3602,7 +3602,7 @@ SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype) { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; // this needs the covert ops trait, and thus the new trait system @@ -3667,7 +3667,7 @@ SOLDIERTYPE* TacticalCreateBandit() { BASIC_SOLDIERCREATE_STRUCT bp; SOLDIERCREATE_STRUCT pp; - UINT16 ubID; + SoldierID ubID; SOLDIERTYPE * pSoldier; if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI ) @@ -3858,7 +3858,7 @@ void CreatePrisonerOfWar() } SOLDIERCREATE_STRUCT MercCreateStruct; - UINT16 ubID; + SoldierID ubID; static INT8 bPowBodyType = REGMALE; @@ -3940,7 +3940,7 @@ void CreateDownedPilot( ) while ( TileIsOutOfBounds( sGridNo ) || FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ) || TERRAIN_IS_WATER( gpWorldLevelData[sGridNo].ubTerrainID ) || GridNoNearPlayerMercs( sGridNo, 25 ) ); SOLDIERCREATE_STRUCT MercCreateStruct; - UINT16 ubID; + SoldierID ubID; MercCreateStruct.initialize( ); MercCreateStruct.bTeam = CIV_TEAM; @@ -4102,7 +4102,7 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID ) // Create guy # X SOLDIERCREATE_STRUCT MercCreateStruct; INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY; - UINT16 ubID; + SoldierID ubID; INT32 usMapPos; if ( GetMouseXY( &sGridX, &sGridY ) ) diff --git a/Tactical/Soldier Create.h b/Tactical/Soldier Create.h index 03d42673..a7b5037c 100644 --- a/Tactical/Soldier Create.h +++ b/Tactical/Soldier Create.h @@ -460,7 +460,7 @@ void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct ); //Kris: //Modified return type from BOOLEAN to SOLDIERTYPE* -SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID ); +SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, SoldierID *pubID ); //Randomly generated enemies used by strategic AI. SOLDIERTYPE* TacticalCreateAdministrator(); diff --git a/Tactical/Soldier Init List.cpp b/Tactical/Soldier Init List.cpp index 3db1f288..9568210e 100644 --- a/Tactical/Soldier Init List.cpp +++ b/Tactical/Soldier Init List.cpp @@ -582,7 +582,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) UINT8 ubProfile; SOLDIERCREATE_STRUCT tempDetailedPlacement; SOLDIERTYPE *pSoldier; - UINT16 ubID; + SoldierID ubID; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld")); // First check if this guy has a profile and if so check his location such that it matches! @@ -2659,7 +2659,7 @@ void AddProfilesUsingProfileInsertionData() if( !pSoldier ) { //Create a new soldier, as this one doesn't exist SOLDIERCREATE_STRUCT MercCreateStruct; - UINT16 ubID; + SoldierID ubID; //Set up the create struct so that we can properly create the profile soldier. MercCreateStruct.initialize(); diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index 449277c2..f5d9a379 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -1559,19 +1559,19 @@ SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnl SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam ) { - UINT16 ubID; - SOLDIERTYPE *pNewSoldier = NULL; + SoldierID ubID; + SOLDIERTYPE *pNewSoldier = NULL; SOLDIERCREATE_STRUCT MercCreateStruct; - UINT32 cnt; - INT32 sOldGridNo; + UINT32 cnt; + INT32 sOldGridNo; - UINT16 ubOldID; - UINT32 uiOldUniqueId; + SoldierID ubOldID; + UINT32 uiOldUniqueId; - UINT32 uiSlot; - SOLDIERTYPE *pGroupMember; + UINT32 uiSlot; + SOLDIERTYPE *pGroupMember; - BOOLEAN success; + BOOLEAN success; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ChangeSoldierTeam")); diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 58602825..4572c033 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -5471,7 +5471,7 @@ void CreateNextCivType() MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); - UINT16 iNewIndex; + SoldierID iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { AddSoldierToSector( iNewIndex ); @@ -5518,7 +5518,7 @@ void CreateCow() MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); - UINT16 iNewIndex; + SoldierID iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { AddSoldierToSector( iNewIndex ); @@ -5547,7 +5547,7 @@ void CreateBloodCat() MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); - UINT16 iNewIndex; + SoldierID iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { AddSoldierToSector( iNewIndex ); @@ -5577,7 +5577,7 @@ void CreatePlayerControlledCow() RandomizeNewSoldierStats( &MercCreateStruct ); - UINT16 iNewIndex; + SoldierID iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { AddSoldierToSector( iNewIndex ); @@ -5642,7 +5642,7 @@ void CreatePlayerControlledMonster() if ( GetMouseMapPos( &usMapPos ) ) { SOLDIERCREATE_STRUCT MercCreateStruct; - UINT16 iNewIndex; + SoldierID iNewIndex; MercCreateStruct.ubProfile = NO_PROFILE; MercCreateStruct.sSectorX = gWorldSectorX;