Convert to SoldierID

This commit is contained in:
Asdow
2024-11-18 01:01:57 +02:00
parent 657097aa54
commit f49013307f
20 changed files with 175 additions and 165 deletions
+2 -2
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@@ -1461,8 +1461,8 @@ void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID )
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].ubID )
{
// and if the soldier is still active ( player hasn't removed carcass yet ), reset insurance flag
if( Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].bActive )
Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].usLifeInsurance = 0;
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->bActive )
LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->usLifeInsurance = 0;
}
//add transaction to players account
+47 -48
View File
@@ -470,7 +470,7 @@ typedef struct
float dForceY;
float dForceZ;
UINT32 sTargetGridNo;
UINT16 ubID;
SoldierID ubID;
UINT8 ubActionCode;
UINT32 uiActionData;
UINT16 usItem;
@@ -494,7 +494,7 @@ typedef struct
typedef struct
{
UINT32 sGridNo;
UINT16 ubID;
SoldierID ubID;
UINT16 usItem;
UINT8 ubItemStatus;
UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
@@ -506,7 +506,7 @@ typedef struct
typedef struct
{
UINT16 ubID;
SoldierID ubID;
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT32 uiPreRandomIndex; // send out our current pre-random index
@@ -516,7 +516,7 @@ typedef struct
{
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT16 ubID;
SoldierID ubID;
UINT32 sGridNo;
UINT32 uiPreRandomIndex; // send out our current pre-random index
} disarm_struct;
@@ -526,7 +526,7 @@ typedef struct
INT32 sGridNo;
UINT8 ubRadius;
UINT16 usItem;
UINT16 ubOwner;
SoldierID ubOwner;
BOOLEAN fSubsequent;
INT8 bLevel;
INT32 iSmokeEffectID;
@@ -802,7 +802,7 @@ void recievePATH(RPCParameters *rpcParameters)
EV_S_SENDPATHTONETWORK* SNetPath = (EV_S_SENDPATHTONETWORK*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SNetPath->usSoldierID ];
SOLDIERTYPE *pSoldier = SNetPath->usSoldierID;
memcpy(pSoldier->pathing.usPathingData, SNetPath->usPathData,sizeof(UINT16)*30);
@@ -863,7 +863,7 @@ void recieveSTANCE(RPCParameters *rpcParameters)
EV_S_CHANGESTANCE* SChangeStance = (EV_S_CHANGESTANCE*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SChangeStance->usSoldierID ];
SOLDIERTYPE *pSoldier = SChangeStance->usSoldierID;
pSoldier->ChangeSoldierStance( SChangeStance->ubNewStance );
@@ -906,7 +906,7 @@ void recieveDIR(RPCParameters *rpcParameters)
EV_S_SETDESIREDDIRECTION* SSetDesiredDirection = (EV_S_SETDESIREDDIRECTION*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SSetDesiredDirection->usSoldierID ];
SOLDIERTYPE *pSoldier = SSetDesiredDirection->usSoldierID;
pSoldier->EVENT_SetSoldierDesiredDirection( SSetDesiredDirection->usDesiredDirection );
@@ -945,7 +945,7 @@ void recieveFIRE(RPCParameters *rpcParameters)
EV_S_BEGINFIREWEAPON* SBeginFireWeapon = (EV_S_BEGINFIREWEAPON*)rpcParameters->input;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"SendBeginFireWeaponEvent" );
SOLDIERTYPE *pSoldier = MercPtrs[ SBeginFireWeapon->usSoldierID ];
SOLDIERTYPE *pSoldier = SBeginFireWeapon->usSoldierID;
pSoldier->sTargetGridNo = SBeginFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SBeginFireWeapon->bTargetLevel;
@@ -1019,7 +1019,7 @@ void send_dismiss(UINT16 ubCurrentSoldierID)
client->RPC("sendDISMISS",(const char*)&sDismissMerc, (int)sizeof(send_dismiss_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
send_hire_struct sHireMerc;
@@ -1028,7 +1028,7 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
SOLDIERTYPE *pSoldier = iNewIndex;
UINT8 sectorEdge = cStartingSectorEdge;
@@ -1169,7 +1169,7 @@ void recieveguiPOS(RPCParameters *rpcParameters)
{
gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
SOLDIERTYPE *pSoldier = gnPOS->usSoldierID;
INT32 sNewGridNo;
@@ -1195,7 +1195,7 @@ void recieveguiDIR(RPCParameters *rpcParameters)
{
gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
SOLDIERTYPE *pSoldier = gnDIR->usSoldierID;
pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
}
@@ -1899,7 +1899,7 @@ void recieveSTOP (RPCParameters *rpcParameters)
{
EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
SOLDIERTYPE *pSoldier = SStopMerc->usSoldierID;
pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
@@ -1944,7 +1944,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
if (cGameType == MP_TYPE_COOP)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
SOLDIERTYPE* pOpponent = INT->Interrupted;
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
{
@@ -1978,7 +1978,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -1994,7 +1994,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2003,7 +2003,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
else
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
SOLDIERTYPE* pOpponent = INT->Interrupted;
if(INT->bTeam==netbTeam)//for us
{
@@ -2028,7 +2028,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pMerc = INT->ubID;
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
@@ -2049,7 +2049,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2924,7 +2924,7 @@ void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yP
{
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
SOLDIERTYPE* pSoldier = ubOwner;
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -2942,7 +2942,6 @@ void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yP
gren.ubID = ubOwner;
gren.usItem = pGameObj->usItem;
gren.sTargetGridNo = sTargetGridNo;
gren.ubID = ubOwner;
gren.RealObjectID = iRealObjectID;
gren.IsThrownGrenade = bIsThrownGrenade;
gren.uiPreRandomIndex = guiPreRandomIndex;
@@ -2965,7 +2964,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
gren->ubID = MPDecodeSoldierID(gren->ubID);
SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
SOLDIERTYPE* pThrower = gren->ubID;
if (pThrower != NULL)
{
guiPreRandomIndex = gren->uiPreRandomIndex;
@@ -3067,7 +3066,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
SOLDIERTYPE* pThrower = gres->ubOwnerID;
if (pThrower != NULL)
{
// grenade wasnt thrown by one of our guys, so we should do it on the client
@@ -3128,7 +3127,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
}
}
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
void send_plant_explosive (SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
{
explosive_obj exp;
@@ -3160,7 +3159,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
exp->ubID = MPDecodeSoldierID( exp->ubID );
SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
SOLDIERTYPE* pSoldier = exp->ubID;
if (pSoldier != NULL)
{
// explosive wasnt planted on our client, so we should do it on the client
@@ -3297,7 +3296,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
det->ubID = MPDecodeSoldierID(det->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
SOLDIERTYPE* pSoldier = det->ubID;
if (pSoldier != NULL)
{
// if explosive detonation didnt originate from this client then its need to be performed here
@@ -3410,7 +3409,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
disarm->ubID = MPDecodeSoldierID(disarm->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
SOLDIERTYPE* pSoldier = disarm->ubID;
if (pSoldier != NULL)
{
// if explosive disarm didnt originate from this client then its need to be performed here
@@ -3439,7 +3438,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
// print out a screen message if it was our bomb
if (disarm->ubMPTeamIndex == netbTeam)
{
SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
SOLDIERTYPE * pBombOwner = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID;
if (pBombOwner != NULL)
{
ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , MPClientMessage[71], pBombOwner->name, pSoldier->name);
@@ -3494,7 +3493,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
SOLDIERTYPE* pSoldier = sef->ubOwner;
if (pSoldier != NULL)
{
@@ -3579,7 +3578,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
// translate any of our soldier ids back to the correct local copy
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
SOLDIERTYPE* pSoldier = sef->ubOwner;
if (pSoldier != NULL)
{
// new smoke effect didnt originate from us
@@ -3665,7 +3664,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
SOLDIERTYPE* pSoldier = exp->ubSoldierID;
if (pSoldier != NULL)
{
@@ -3733,7 +3732,7 @@ void recieveBULLET(RPCParameters *rpcParameters)
INT8 bTeam = OUR_TEAM;
if ( netb->net_bullet.ubFirerID != NOBODY )
{
pFirer = MercPtrs[ netb->net_bullet.ubFirerID ];
pFirer = netb->net_bullet.ubFirerID;
bTeam=pFirer->bTeam;
}
@@ -3837,8 +3836,8 @@ void recieveSTATE(RPCParameters *rpcParameters)
void send_death( SOLDIERTYPE *pSoldier )
{
death_struct nDeath;
nDeath.soldier_id=pSoldier->ubID;
nDeath.attacker_id=pSoldier->ubAttackerID;
nDeath.soldier_id = pSoldier->ubID;
nDeath.attacker_id = pSoldier->ubAttackerID;
// Translate soldier id for other clients if the soldier was one of ours
if(pSoldier->ubID<20)nDeath.soldier_id=nDeath.soldier_id+ubID_prefix;
@@ -3852,7 +3851,7 @@ void send_death( SOLDIERTYPE *pSoldier )
nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
}
SOLDIERTYPE * pAttacker=MercPtrs[ nDeath.attacker_id ];
SOLDIERTYPE * pAttacker = nDeath.attacker_id;
INT8 pA_bTeam=CLIENT_NUM;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam=CLIENT_NUM;
@@ -3951,15 +3950,15 @@ void send_death( SOLDIERTYPE *pSoldier )
void recieveDEATH (RPCParameters *rpcParameters)
{
death_struct* nDeath = (death_struct*)rpcParameters->input;
SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
SOLDIERTYPE * pSoldier = nDeath->soldier_id;
UINT16 ubAttackerID;
SoldierID ubAttackerID;
if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+6)))
ubAttackerID = (nDeath->attacker_id - ubID_prefix);
else
ubAttackerID = nDeath->attacker_id;
SOLDIERTYPE * pAttacker=MercPtrs[ ubAttackerID ];
SOLDIERTYPE * pAttacker = ubAttackerID;
INT8 pA_bTeam;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam;
@@ -4070,7 +4069,7 @@ void send_miss(EV_S_MISS * SMiss)
void recievehitSTRUCT (RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* struct_hit = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ struct_hit->ubAttackerID ];
SOLDIERTYPE *pSoldier = struct_hit->ubAttackerID;
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][struct_hit->iBullet].local_id;
@@ -4093,7 +4092,7 @@ void recieveMISS (RPCParameters *rpcParameters)
{
EV_S_MISS* shot_miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ shot_miss->ubAttackerID ];
SOLDIERTYPE *pSoldier = shot_miss->ubAttackerID;
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][shot_miss->iBullet].local_id;
@@ -4198,7 +4197,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
{
//this send stats to other clients at intervals
UINT16 id = pSoldier->ubID;
SoldierID id = pSoldier->ubID;
UINT32 time = GetJA2Clock();
if(id < 20 || (is_server && id <120))
@@ -4243,7 +4242,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
{
EV_S_UPDATENETWORKSOLDIER* SUpdateNetworkSoldier = (EV_S_UPDATENETWORKSOLDIER*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SUpdateNetworkSoldier->usSoldierID ];
SOLDIERTYPE *pSoldier = SUpdateNetworkSoldier->usSoldierID;
pSoldier->bBreath=SUpdateNetworkSoldier->bBreath;
pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
@@ -4424,7 +4423,7 @@ void recieve_fireweapon (RPCParameters *rpcParameters)
{
EV_S_FIREWEAPON* SFireWeapon = (EV_S_FIREWEAPON*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SFireWeapon->usSoldierID ];
SOLDIERTYPE *pSoldier = SFireWeapon->usSoldierID;
pSoldier->sTargetGridNo = SFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SFireWeapon->bTargetLevel;
@@ -4449,7 +4448,7 @@ void recieve_door (RPCParameters *rpcParameters)
{
doors* sDoor = (doors*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ sDoor->ubID ];
SOLDIERTYPE *pSoldier = sDoor->ubID;
BOOLEAN fNoAnimations = FALSE;
if ( !AllMercsLookForDoor( sDoor->sGridNo, FALSE ) )//check for los
@@ -4725,14 +4724,14 @@ void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
UINT16 healed;
SoldierID healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
SOLDIERTYPE *pSoldier = healed;
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
@@ -4758,7 +4757,7 @@ void awardINT (RPCParameters *rpcParameters)
{
AIint* data= (AIint*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
SOLDIERTYPE *pSoldier = data->ubID;
StartInterrupt();
+3 -3
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@@ -96,7 +96,7 @@ void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT16 ubCurrentSoldierID);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
@@ -113,7 +113,7 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
// OJW - 20091002 - explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_plant_explosive ( SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID);
@@ -220,7 +220,7 @@ inline SoldierID MPEncodeSoldierID( SoldierID ubID )
}
// this one can be called anywhere, even if the ID was not "encoded"
inline UINT16 MPDecodeSoldierID( UINT16 ubID )
inline SoldierID MPDecodeSoldierID( SoldierID ubID )
{
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
return ubID - ubID_prefix; // soldier is ours
+6 -6
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@@ -5,29 +5,29 @@ extern int readyteamreg[10];
typedef struct
{
UINT16 soldier_id;
UINT16 attacker_id;
SoldierID soldier_id;
SoldierID attacker_id;
UINT8 attacker_team;
UINT8 soldier_team;
}death_struct;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT32 sGridNo;
BOOLEAN fNoAnimations;
}doors;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT8 bLife;
INT8 bBleeding;
}heal;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT8 bteam;
}AIint;
@@ -65,4 +65,4 @@ BOOLEAN check_status (void);
extern UINT16 NumEnemyInSector( );
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
+4 -4
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@@ -2380,9 +2380,9 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
{
PLAYERGROUP *pPlayer;
SOLDIERTYPE *pSoldier;
UINT16 ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SoldierID ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
// if traversing tactically, don't do this, unless time compression was required for some reason (don't go to sector)
@@ -2414,7 +2414,7 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT16)Random( ubNumMercs );
pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
pSoldier = ubMercsInGroup[ ubChosenMerc ];
TacticalCharacterDialogue( pSoldier, usQuoteNum );
}
+5 -4
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@@ -1416,7 +1416,7 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
SOLDIERTYPE *pSoldier = NULL, *pSoldierWhoWillQuit = NULL;
INT32 iCounter= 0, iNumberOnTeam = 0;
// WDS - make number of mercenaries, etc. be configurable
UINT16 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
SoldierID ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
@@ -1499,15 +1499,16 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT16)Random( ubNumMercs );
SOLDIERTYPE *pChosenSoldier = ubPotentialMercs[ubChosenMerc];
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
HandleImportantMercQuote( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], QUOTE_CONTRACTS_OVER );
HandleImportantMercQuote( pChosenSoldier, QUOTE_CONTRACTS_OVER );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
AddReasonToWaitingListQueue( CONTRACT_EXPIRE_WARNING_REASON );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
TacticalCharacterDialogueWithSpecialEvent( pChosenSoldier, 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ]->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
pChosenSoldier->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
}
}
}
+5 -4
View File
@@ -2558,15 +2558,16 @@ void CheckForRobotAndIfItsControlled( void )
// search for the robot on player's team
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && AM_A_ROBOT( MercPtrs[ i ] ))
SOLDIERTYPE *pSoldier = MercPtrs[i];
if( pSoldier->bActive && pSoldier->stats.bLife && AM_A_ROBOT( pSoldier ))
{
// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.
MercPtrs[ i ]->UpdateRobotControllerGivenRobot( );
pSoldier->UpdateRobotControllerGivenRobot( );
// if he has a controller, set controllers
if ( MercPtrs[ i ]->ubRobotRemoteHolderID != NOBODY )
if ( pSoldier->ubRobotRemoteHolderID != NOBODY )
{
MercPtrs[ MercPtrs[ i ]->ubRobotRemoteHolderID ]->UpdateRobotControllerGivenController( );
pSoldier->ubRobotRemoteHolderID->UpdateRobotControllerGivenController( );
}
break;
+7 -7
View File
@@ -14656,7 +14656,7 @@ void SortListOfMercsInTeamPanel( BOOLEAN fRetainSelectedMercs, BOOLEAN fReverse
INT32 iCounter = 0, iCounterA = 0;
INT16 sEndSectorA, sEndSectorB;
INT32 iExpiryTime, iExpiryTimeA;
UINT16 uiID, uiIDA;
SoldierID uiID, uiIDA;
SOLDIERTYPE *pSelectedSoldier[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
SOLDIERTYPE *pCurrentSoldier = NULL;
SOLDIERTYPE *pPreviousSelectedInfoChar = NULL;
@@ -15859,7 +15859,7 @@ void CancelPathsOfAllSelectedCharacters()
// if we've clicked on a selected valid character
if( ( gCharactersList[ bCounter ].fValid == TRUE ) && IsEntryInSelectedListSet( bCounter ) )
{
pSoldier = MercPtrs[ gCharactersList[ bCounter ].usSolID ];
pSoldier = gCharactersList[ bCounter ].usSolID;
// and he has a route set
if ( GetLengthOfMercPath( pSoldier ) > 0 )
@@ -16283,10 +16283,10 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter;
// WDS - make number of mercenaries, etc. be configurable
UINT16 ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SoldierID ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
@@ -16313,7 +16313,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
// select that merc so that when he speaks we're showing his portrait and not someone else
ChangeSelectedInfoChar( ubSelectedMercIndex[ ubChosenMerc ], FALSE );
MercPtrs[ ubSelectedMercID[ ubChosenMerc ] ]->DoMercBattleSound( BATTLE_SOUND_OK1 );
ubSelectedMercID[ ubChosenMerc ]->DoMercBattleSound( BATTLE_SOUND_OK1 );
//TacticalCharacterDialogue( MercPtrs[ ubSelectedMercID[ ubChosenMerc ] ], ubQuoteNum );
}
}
+2 -2
View File
@@ -2953,12 +2953,12 @@ OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UI
return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
}
OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex )
{
return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
}
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
+2 -2
View File
@@ -195,8 +195,8 @@ void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
OBJECTTYPE* AddItemToPool(INT32 sGridNo, OBJECTTYPE* pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID = -1);
OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
+63 -57
View File
@@ -3725,7 +3725,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
else // item in cursor
{
UINT16 ubSrcID, ubDestID;
SoldierID ubSrcID, ubDestID;
BOOLEAN fOKToGo = FALSE;
BOOLEAN fDeductPoints = FALSE;
@@ -5277,7 +5277,7 @@ BOOLEAN InitializeTEAMPanel( )
{
if ( gTeamPanel[ cnt ].ubID != NOBODY )
{
HandleMouseOverSoldierFaceForContMove( MercPtrs[ gTeamPanel[ cnt ].ubID ], TRUE );
HandleMouseOverSoldierFaceForContMove( gTeamPanel[ cnt ].ubID, TRUE );
}
}
@@ -5352,7 +5352,7 @@ BOOLEAN ShutdownTEAMPanel( )
if ( gTeamPanel[ cnt ].ubID != NOBODY )
{
HandleMouseOverSoldierFaceForContMove( MercPtrs[ gTeamPanel[ cnt ].ubID ], FALSE );
HandleMouseOverSoldierFaceForContMove( gTeamPanel[ cnt ].ubID, FALSE );
}
}
@@ -5416,7 +5416,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
}
else
{
pSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
pSoldier = gTeamPanel[ cnt ].ubID;
if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
{
@@ -5520,7 +5520,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
// GET SOLDIER
if ( gTeamPanel[ cnt ].fOccupied )
{
pSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
pSoldier = gTeamPanel[ cnt ].ubID;
// Update animations....
if ( pSoldier->flags.fClosePanel || pSoldier->flags.fClosePanelToDie )
@@ -6016,7 +6016,8 @@ void HandleMouseOverTeamFaceForContMove( BOOLEAN fOn )
void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
SOLDIERTYPE *pSoldier;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6040,7 +6041,7 @@ void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
return;
}
pSoldier = MercPtrs[ ubSoldierID ];
pSoldier = ubSoldierID;
if ( !pSoldier->bActive )
{
@@ -6062,7 +6063,8 @@ void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6085,7 +6087,7 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
return;
}
if ( !MercPtrs[ ubSoldierID ]->bActive )
if ( !ubSoldierID->bActive )
{
return;
}
@@ -6093,14 +6095,14 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
//{
//}
//else
{
SOLDIERTYPE *pSoldier;
pSoldier = MercPtrs[ ubSoldierID ];
pSoldier = ubSoldierID;
if ( pSoldier->aiData.bOppCnt > 0 )
{ // Cycle....
@@ -6117,7 +6119,8 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6155,12 +6158,12 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
return;
}
if ( !MercPtrs[ ubSoldierID ]->bActive )
if ( !ubSoldierID->bActive )
{
return;
}
if (!OK_INTERRUPT_MERC(MercPtrs[ubSoldierID]))
if (!OK_INTERRUPT_MERC(ubSoldierID))
{
return;
}
@@ -6169,10 +6172,10 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if ( !gfInItemPickupMenu && gpItemPointer == NULL )
{
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
//{
// pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
// pVehicle = GetSoldierStructureForVehicle( ubSoldierID->iVehicleId );
// HandleLocateSelectMerc( pVehicle->ubID, 0 );
//}
@@ -6181,10 +6184,10 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( !InOverheadMap( ) )
{
// If we can continue a move, do so!
if ( CheckForMercContMove( MercPtrs[ ubSoldierID ] ) )
if ( CheckForMercContMove( ubSoldierID ) )
{
// Continue
ContinueMercMovement( MercPtrs[ ubSoldierID ] );
ContinueMercMovement( ubSoldierID );
ErasePath( TRUE );
}
else
@@ -6192,21 +6195,21 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
// HEADROCK HAM 3.5: Shift-Click a merc's face will add him to the current selection.
if (!(gTacticalStatus.uiFlags & INCOMBAT) && _KeyDown( SHIFT ) )
{
if ( ! (MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
if ( ! (ubSoldierID->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
{
if ( OK_CONTROLLABLE_MERC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
if ( OK_CONTROLLABLE_MERC( ubSoldierID ) && !( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s added", MercPtrs[ ubSoldierID ]->name );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s added", ubSoldierID->name );
gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
MercPtrs[ ubSoldierID ]->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
ubSoldierID->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
EndMultiSoldierSelection( TRUE );
}
}
// A shift-click on a selected character will remove that character from the current selection.
else
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s removed", MercPtrs[ ubSoldierID ]->name );
MercPtrs[ ubSoldierID ]->flags.uiStatusFlags &= (~SOLDIER_MULTI_SELECTED );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s removed", ubSoldierID->name );
ubSoldierID->flags.uiStatusFlags &= (~SOLDIER_MULTI_SELECTED );
if (ubSoldierID != gusSelectedSoldier)
{
gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
@@ -6216,7 +6219,7 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
else
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s selected", MercPtrs[ ubSoldierID ]->name );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s selected", ubSoldierID->name );
HandleLocateSelectMerc( ubSoldierID, 0 );
}
}
@@ -6233,8 +6236,8 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( !InOverheadMap( ) )
{
// Only if guy is not dead!
//if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) )
//if ( !( ubSoldierID->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( ubSoldierID ) && !( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( !( ubSoldierID->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( ubSoldierID ) )
{
gfSwitchPanel = TRUE;
gbNewPanel = SM_PANEL;
@@ -6671,7 +6674,8 @@ void RenderSoldierTeamInv( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, UINT8 ubPa
void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6694,7 +6698,7 @@ void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
ubSoldierID = gTeamPanel[ ubID ].ubID;
if ( !MercPtrs[ ubSoldierID ]->bActive )
if ( !ubSoldierID->bActive )
{
return;
}
@@ -6721,7 +6725,8 @@ void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
UINT16 usOldHandItem;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6739,9 +6744,9 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason == MSYS_CALLBACK_REASON_LBUTTON_UP )
{
// anv: select vehicle by clicking on the steering wheel
//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DRIVER )
//if ( ubSoldierID->flags.uiStatusFlags & SOLDIER_DRIVER )
//{
// SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
// SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( ubSoldierID->iVehicleId );
// HandleLocateSelectMerc( pVehicle->ubID, 0 );
//}
//else
@@ -6753,12 +6758,12 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason == MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if ( !AM_A_ROBOT( MercPtrs[ ubSoldierID ] ) )
if ( !AM_A_ROBOT( ubSoldierID ) )
{
usOldHandItem = MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem;
//SwapOutHandItem( MercPtrs[ ubSoldierID ] );
SwapHandItems( MercPtrs[ ubSoldierID ] );
MercPtrs[ ubSoldierID ]->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem );
usOldHandItem = ubSoldierID->inv[HANDPOS].usItem;
//SwapOutHandItem( ubSoldierID );
SwapHandItems( ubSoldierID );
ubSoldierID->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, ubSoldierID->inv[HANDPOS].usItem );
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
@@ -6767,7 +6772,8 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT16 ubID, ubSoldierID;
UINT16 ubID;
SoldierID ubSoldierID;
UINT16 usOldHandItem;
ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
@@ -6783,28 +6789,28 @@ void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason == MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
{
ExitVehicle( MercPtrs[ ubSoldierID ] );
ExitVehicle( ubSoldierID );
}
else if (UsingNewInventorySystem() && !AM_A_ROBOT(MercPtrs[ubSoldierID]))
else if (UsingNewInventorySystem() && !AM_A_ROBOT(ubSoldierID))
{
MercPtrs[ubSoldierID]->SwitchWeapons();
ubSoldierID->SwitchWeapons();
}
}
if (iReason == MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
{
}
else
{
if ( !AM_A_ROBOT( MercPtrs[ ubSoldierID ] ) )
if ( !AM_A_ROBOT( ubSoldierID ) )
{
usOldHandItem = MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem;
SwapHandItems( MercPtrs[ ubSoldierID ] );
MercPtrs[ ubSoldierID ]->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem );
usOldHandItem = ubSoldierID->inv[HANDPOS].usItem;
SwapHandItems( ubSoldierID );
ubSoldierID->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, ubSoldierID->inv[HANDPOS].usItem );
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
@@ -6831,7 +6837,7 @@ BOOLEAN PlayerExistsInSlot( SoldierID ubID )
}
INT8 GetTeamSlotFromPlayerID( UINT16 ubID )
INT8 GetTeamSlotFromPlayerID( SoldierID ubID )
{
INT8 cnt;
@@ -6850,7 +6856,7 @@ INT8 GetTeamSlotFromPlayerID( UINT16 ubID )
}
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID )
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( SoldierID ubMercID )
{
INT32 cnt;
@@ -6954,7 +6960,7 @@ BOOLEAN InitTEAMSlots( )
}
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT16 * pubID )
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, SoldierID * pubID )
{
if ( ubPanelSlot >= gGameOptions.ubSquadSize )
{
@@ -6992,14 +6998,14 @@ BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubPanelSlot )
if ( gTeamPanel[ ubPanelSlot ].fOccupied )
{
if ( !( MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->flags.uiStatusFlags & SOLDIER_DEAD ) )
if ( !( gTeamPanel[ ubPanelSlot ].ubID->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Set Id to close
MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->flags.fUICloseMerc = TRUE;
gTeamPanel[ ubPanelSlot ].ubID->flags.fUICloseMerc = TRUE;
}
// Set face to inactive...
SetAutoFaceInActive( MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->iFaceIndex );
SetAutoFaceInActive( gTeamPanel[ ubPanelSlot ].ubID->iFaceIndex );
gTeamPanel[ ubPanelSlot ].fOccupied = FALSE;
@@ -7132,7 +7138,7 @@ void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj )
}
}
UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
SoldierID FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
INT32 cnt;
INT32 bFirstID;
@@ -7151,7 +7157,7 @@ UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLif
if ( gTeamPanel[ cnt ].fOccupied )
{
// Set Id to close
pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
pTeamSoldier = gTeamPanel[ cnt ].ubID;
if ( fOnlyRegularMercs )
{
@@ -7211,7 +7217,7 @@ UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLif
{
if ( gTeamPanel[ cnt ].fOccupied )
{
pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
pTeamSoldier = gTeamPanel[ cnt ].ubID;
if ( fOnlyRegularMercs )
{
+3 -3
View File
@@ -85,10 +85,10 @@ void UpdateSMPanel( );
BOOLEAN InitTEAMSlots( );
void AddPlayerToInterfaceTeamSlot( SoldierID ubID );
BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubID );
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT16 * pubID );
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, SoldierID * pubID );
void RemoveAllPlayersFromSlot( );
BOOLEAN PlayerExistsInSlot( SoldierID ubID );
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID );
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( SoldierID ubMercID );
void CheckForAndAddMercToTeamPanel( SOLDIERTYPE *pSoldier );
void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj );
@@ -149,7 +149,7 @@ void GoToMapScreenFromTactical( void );
void FinishAnySkullPanelAnimations( );
UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
SoldierID FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
// CHRISL: New callback functions for backpack buttons
BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus);
+1 -1
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@@ -125,7 +125,7 @@ bool IsSlotASmallPocket(int slot)
return false;
}
void CreateLBE (OBJECTTYPE* pObj, UINT16 ubID, int numSubPockets)
void CreateLBE (OBJECTTYPE* pObj, SoldierID ubID, int numSubPockets)
{
int uniqueID;
LBENODE* pLBE = NULL;
+2 -2
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@@ -247,7 +247,7 @@ public:
UINT32 lbeClass;
UINT16 lbeIndex;
UINT16 ubID;
SoldierID ubID;
BOOLEAN ZipperFlag;
int uniqueID;
UINT32 uiNodeChecksum;
@@ -259,7 +259,7 @@ public:
#define SIZEOF_LBENODE_POD (offsetof(LBENODE, endOfPOD))
bool checkLBEArrayIntegrity(bool verbose=false); // BOB: checks all worldItems for missing LBE info
void CreateLBE(OBJECTTYPE* pObj, UINT16 ubID, int numSubPockets);
void CreateLBE(OBJECTTYPE* pObj, SoldierID ubID, int numSubPockets);
bool DestroyLBEIfEmpty(OBJECTTYPE* pObj, int stackIndex = 0);
void DestroyLBE(OBJECTTYPE* pObj, int stackIndex = 0);
void GetLBESlots(UINT32 LBEType, std::vector<INT8>& LBESlots);
+2 -2
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@@ -284,7 +284,7 @@ void ItemCreationCallBack( UINT8 ubResult );
void CheatCreateItem();
// silversurfer: added for merc portrait swapping in tactical
void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection );
extern INT8 GetTeamSlotFromPlayerID( UINT16 ubID );
extern INT8 GetTeamSlotFromPlayerID( SoldierID ubID );
extern FACETYPE *gpCurrentTalkingFace;
// Flugente: toggle display of enemy role indicators
@@ -6257,7 +6257,7 @@ void ChangeCurrentSquad( INT32 iSquad )
void HandleSelectMercSlot( UINT8 ubPanelSlot, INT8 bCode )
{
UINT16 ubID;
SoldierID ubID;
if ( GetPlayerIDFromInterfaceTeamSlot( ubPanelSlot, &ubID ) )
{
+12 -12
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@@ -1420,7 +1420,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
}
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
void DetermineCursorBodyLocation( SoldierID ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
{
INT32 usMapPos;
SOLDIERTYPE *pTargetSoldier = NULL, *pSoldier;
@@ -1429,7 +1429,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
BOOLEAN fOnGuy = FALSE;
LEVELNODE *pNode;
pSoldier = MercPtrs[ ubSoldierID ];
pSoldier = ubSoldierID;
if ( gTacticalStatus.ubAttackBusyCount > 0 )
{
@@ -2263,10 +2263,10 @@ UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActiv
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->IsValidBloodDonor() )
return BLOODBAG_GREY_UICURSOR;
}
}
@@ -2298,10 +2298,10 @@ UINT8 HandleSplintCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
}
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->CanReceiveSplint() )
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->CanReceiveSplint() )
return SPLINT_GREY_UICURSOR;
}
}
@@ -2384,8 +2384,8 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
// is there a person here?
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if (usSoldierIndex != NOBODY && MercPtrs[usSoldierIndex] && MercPtrs[usSoldierIndex]->bVisible >= 0 && MercPtrs[usSoldierIndex]->CanBeCaptured())
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if (usSoldierIndex != NOBODY && usSoldierIndex->bVisible >= 0 && usSoldierIndex->CanBeCaptured())
{
return( HANDCUFF_GREY_UICURSOR );
}
@@ -2406,8 +2406,8 @@ UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
{
// is there a person here?
UINT16 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
SoldierID ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
{
return(APPLYITEM_GREY_UICURSOR);
}
@@ -3022,8 +3022,8 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( GetMouseMapPos( &usMapPos ) )
{
// is there a person here?
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
SoldierID ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
{
ubCursor = APPLYITEMCURS;
}
+1 -1
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@@ -10,7 +10,7 @@
UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated );
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
void DetermineCursorBodyLocation( SoldierID ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
void HandleLeftClickCursor( SOLDIERTYPE *pSoldier );
void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos );
+6 -3
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@@ -610,7 +610,7 @@ void ResizeWorldItems(void)//dnl ch75 271013
#endif
}
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT16 soldierID )
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, SoldierID soldierID )
{
UINT32 iItemIndex;
INT32 iReturn;
@@ -658,12 +658,15 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
{
SOLDIERTYPE* pSoldier = NULL;
if (soldierID == -1)
if (soldierID == NOBODY)
{
if (gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner > 1)
{
soldierID = gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner - 2; // undo the hack
pSoldier = MercPtrs[ soldierID ];
if ( soldierID < NOBODY )
{
pSoldier = soldierID;
}
}
}
+1 -1
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@@ -122,7 +122,7 @@ public:
extern std::vector<WORLDITEM> gWorldItems;//dnl ch75 261013
extern UINT32 guiNumWorldItems;
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT16 soldierID );
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, SoldierID soldierID );
void RemoveItemFromWorld( INT32 iItemIndex );
INT32 FindWorldItem( UINT16 usItem );
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@@ -1106,7 +1106,7 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
}
// Set shade
// If a bad guy is highlighted
if (gfUIHandleSelectionAboveGuy == TRUE && MercPtrs[gsSelectedGuy]->bSide != gbPlayerNum)
if (gfUIHandleSelectionAboveGuy == TRUE && gsSelectedGuy->bSide != gbPlayerNum)
{
if (gsSelectedGuy == pSoldier->ubID)
{