diff --git a/Ja2/SaveLoadGame.cpp b/Ja2/SaveLoadGame.cpp index 9e43a098..a85ad173 100644 --- a/Ja2/SaveLoadGame.cpp +++ b/Ja2/SaveLoadGame.cpp @@ -7661,7 +7661,7 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile ) numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.Team, sizeof(gTacticalStatus.Team), sizeof(UINT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubCurrentTeam, sizeof(gTacticalStatus.ubCurrentTeam), sizeof(UINT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideTarget, sizeof(gTacticalStatus.sSlideTarget), sizeof(INT32), numBytesRead); - numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason, sizeof(gTacticalStatus.sSlideReason), sizeof(INT16), numBytesRead); + numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason_UNUSED, sizeof(gTacticalStatus.sSlideReason_UNUSED), sizeof(INT16), numBytesRead); numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeSinceMercAIStart, sizeof(gTacticalStatus.uiTimeSinceMercAIStart), sizeof(UINT32), numBytesRead); numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fPanicFlags, sizeof(gTacticalStatus.fPanicFlags), sizeof(INT8), numBytesRead); numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sPanicTriggerGridNoUnused, sizeof(gTacticalStatus.sPanicTriggerGridNoUnused), sizeof(INT32), numBytesRead); diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index 52d13596..75e5244a 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -977,7 +977,7 @@ void HandleDialogue( ) gTacticalStatus.fLockItemLocators = FALSE; // Slide to location! - SlideToLocation( 0, QItem.uiSpecialEventData ); + SlideToLocation( QItem.uiSpecialEventData ); // Flugente: only set up face if we can access correctly if ( QItem.iFaceIndex >= 0 ) diff --git a/Tactical/Interface Panels.cpp b/Tactical/Interface Panels.cpp index fee3becd..99e7d55d 100644 --- a/Tactical/Interface Panels.cpp +++ b/Tactical/Interface Panels.cpp @@ -6307,7 +6307,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag ) // If we are currently selected, slide to location if ( ubID == gusSelectedSoldier ) { - SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR); + SlideTo(gusSelectedSoldier, SETLOCATOR); } else { @@ -6318,7 +6318,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag ) { if ( ubID == gusSelectedSoldier ) { - SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR ); + SlideTo(gusSelectedSoldier, SETLOCATOR ); } else { @@ -6334,7 +6334,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag ) // If we are currently selected, slide to location if ( ubID == gusSelectedSoldier ) { - SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,DONTSETLOCATOR); + SlideTo(gusSelectedSoldier, DONTSETLOCATOR); } else { diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index 6c4aba41..34ebaff3 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -5712,7 +5712,6 @@ void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo ) // sGridNo here for DG compatibility gTacticalStatus.sSlideTarget = sGridNo; - gTacticalStatus.sSlideReason = NOBODY; // Plot new path! gfPlotNewMovement = TRUE; diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index cadb4815..7c06c46d 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -3551,11 +3551,8 @@ void LocateGridNo( INT32 sGridNo ) -void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) +void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator) { - INT32 cnt; - - if ( usSoldierID == NOBODY ) { return; @@ -3563,7 +3560,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR ) { - for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) + for (INT32 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) { if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector ) { @@ -3592,7 +3589,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet } -void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo ) +void SlideToLocation( INT32 sDestGridNo ) { if (TileIsOutOfBounds(sDestGridNo)) { @@ -3607,7 +3604,6 @@ void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo ) // sGridNo here for DG compatibility gTacticalStatus.sSlideTarget = sDestGridNo; - gTacticalStatus.sSlideReason = usReasonID; // Plot new path! gfPlotNewMovement = TRUE; @@ -8014,7 +8010,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward ) //LocateSoldier( pSoldier->ubID, 1 ); //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); return; } else @@ -8043,7 +8039,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward ) //LocateSoldier( pSoldier->ubID, 1 ); //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); return; } else @@ -8100,7 +8096,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier ) pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt; //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( pSoldier->pathing.bLevel ); return; @@ -8128,7 +8124,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier ) pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt; //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( pSoldier->pathing.bLevel ); return; @@ -8163,7 +8159,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier ) pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt; //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( pSoldier->pathing.bLevel ); return; @@ -8192,7 +8188,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier ) pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt; //ATE: Change to Slide To... - SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR ); + SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( pSoldier->pathing.bLevel ); return; @@ -9884,7 +9880,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) // Turn off item lock for locators... gTacticalStatus.fLockItemLocators = FALSE; // Slide to location! - SlideToLocation( 0, gTacticalStatus.usItemsSeenOnAttackGridNo ); + SlideToLocation( gTacticalStatus.usItemsSeenOnAttackGridNo ); } } diff --git a/Tactical/Overhead.h b/Tactical/Overhead.h index b5e15019..20c03e26 100644 --- a/Tactical/Overhead.h +++ b/Tactical/Overhead.h @@ -64,7 +64,7 @@ struct TacticalStatusType TacticalTeamType Team[ MAXTEAMS ]; UINT8 ubCurrentTeam; INT32 sSlideTarget; - INT16 sSlideReason; + INT16 sSlideReason_UNUSED; UINT32 uiTimeSinceMercAIStart; INT8 fPanicFlags; INT32 sPanicTriggerGridNoUnused; @@ -233,8 +233,8 @@ void LocateGridNo( INT32 sGridNo ); void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator); void BeginTeamTurn( UINT8 ubTeam ); -void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ; -void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo ); +void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator) ; +void SlideToLocation( INT32 sDestGridNo ); void RebuildAllSoldierShadeTables( ); void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier ); diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index b5346fb6..0ca90c94 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -1436,7 +1436,7 @@ void MercLooksForCorpses( SOLDIERTYPE *pSoldier ) BeginMultiPurposeLocator( sGridNo, pCorpse->def.bLevel, FALSE ); // Slide to... - SlideToLocation( 0, sGridNo ); + SlideToLocation( sGridNo ); return; } diff --git a/Tactical/Soldier Find.cpp b/Tactical/Soldier Find.cpp index 718cf8ee..50e6b05e 100644 --- a/Tactical/Soldier Find.cpp +++ b/Tactical/Soldier Find.cpp @@ -798,7 +798,7 @@ BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier ) -BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ) +BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, INT8 *pbDirection, UINT32 *puiScrollFlags ) { INT16 sWorldX; INT16 sWorldY; diff --git a/Tactical/Soldier Find.h b/Tactical/Soldier Find.h index e35fc20a..f57b7c39 100644 --- a/Tactical/Soldier Find.h +++ b/Tactical/Soldier Find.h @@ -40,7 +40,7 @@ BOOLEAN CycleSoldierFindStack( INT32 usMapPos ); BOOLEAN GridNoOnScreen( INT32 sGridNo ); BOOLEAN SoldierOnScreen( SoldierID usID ); -BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ); +BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, INT8 *pbDirection, UINT32 *puiScrollFlags ); void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY ); void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth ); void GetSoldierAnimOffsets( SOLDIERTYPE *pSoldier, INT16 *sOffsetX, INT16 *sOffsetY ); diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index 0bc3e181..fd496bd5 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -225,7 +225,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode ) // Slide to selected guy... if ( gusSelectedSoldier != NOBODY ) { - SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR); + SlideTo(gusSelectedSoldier, SETLOCATOR); if ( fDoBattleSnd ) { @@ -688,7 +688,7 @@ void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier ) if (pSoldier->bVisible != -1 ) { - SlideTo( NOWHERE, pSoldier->ubID, NOBODY ,SETLOCATOR); + SlideTo( pSoldier->ubID, SETLOCATOR); } if(is_client) @@ -961,7 +961,7 @@ void StartInterrupt( void ) SelectSoldier( ubFirstInterrupter, TRUE, TRUE ); // ATE; Slide to guy who got interrupted! - SlideTo( NOWHERE, gubLastInterruptedGuy, NOBODY, SETLOCATOR); + SlideTo( gubLastInterruptedGuy, SETLOCATOR); // Dirty panel interface! fInterfacePanelDirty = DIRTYLEVEL2; @@ -1329,7 +1329,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred ) if ( gusSelectedSoldier != NOBODY ) { - SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR); + SlideTo( gusSelectedSoldier, SETLOCATOR); // Say ATTENTION SOUND... gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 ); diff --git a/Tactical/fov.cpp b/Tactical/fov.cpp index ea893476..eaf173a2 100644 --- a/Tactical/fov.cpp +++ b/Tactical/fov.cpp @@ -765,7 +765,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo // Turn off item lock for locators... gTacticalStatus.fLockItemLocators = FALSE; // Slide to location! - SlideToLocation( 0, marker ); + SlideToLocation( marker ); } } diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 46cbd3b4..d2649faf 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -2798,7 +2798,7 @@ if(SEE_MENT) { //SlideTo(0,pOpponent->ubID, pSoldier->ubID, SETLOCATOR); //rain - SlideTo(0,pOpponent->ubID, pSoldier->ubID, SETLOCATORFAST); + SlideTo(pOpponent->ubID, SETLOCATORFAST); //end rain } } @@ -2857,7 +2857,7 @@ void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate) //if (Status.stopSlidingAt == NOBODY) if (gTacticalStatus.uiFlags & TURNBASED && ( gTacticalStatus.uiFlags & INCOMBAT ) ) //LocateSoldier(pSoldier->ubID,DONTSETLOCATOR); - SlideTo(0,pSoldier->ubID, NOBODY, DONTSETLOCATOR); + SlideTo(pSoldier->ubID, DONTSETLOCATOR); // follow his movement on our screen as he moves around... //LocateMember(ptr->guynum,DONTSETLOCATOR); @@ -3618,7 +3618,7 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN LocateSoldier( pSoldier->ubID, SETLOCATOR ); // Now slide to other guy.... - SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR); + SlideTo(gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, SETLOCATOR); } diff --git a/TileEngine/renderworld.cpp b/TileEngine/renderworld.cpp index 2a93d397..52a575d8 100644 --- a/TileEngine/renderworld.cpp +++ b/TileEngine/renderworld.cpp @@ -4133,7 +4133,7 @@ void ScrollWorld( ) ScrollFlags = 0; fDoScroll = FALSE; // - if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, gTacticalStatus.sSlideReason, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) ) + if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) ) { ScrollFlags = gScrollDirectionFlags[ bDirection ]; fDoScroll = TRUE;