/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Strategic_AI.h | 48 size_t FindPatrolGroupIndexForGroupID( UINT8 ubGroupID ); 49 size_t FindPatrolGroupIndexForGroupIDPending( UINT8 ubGroupID ); 50 size_t FindGarrisonIndexForGroupIDPending( UINT8 ubGroupID ); 127 UINT8 ubGroupID; member
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H A D | Strategic_Movement.cc | 164 s.ubGroupID = g.ubGroupID; in AddPlayerToGroup() 206 s.ubGroupID = 0; in RemovePlayerFromPGroup() 226 GROUP* const pGroup = GetGroup(s.ubGroupID); in RemovePlayerFromGroup() 530 g->ubGroupID = id; in AddGroupToList() 556 const UINT32 index = g->ubGroupID / 32; in RemoveGroupFromList() 557 const UINT32 bit = g->ubGroupID % 32; in RemoveGroupFromList() 569 GROUP* GetGroup( UINT8 ubGroupID ) in GetGroup() argument 573 if( curr->ubGroupID == ubGroupID ) in GetGroup() 2473 INJ_U8(d, g->ubGroupID) in SaveStrategicMovementGroupsToSaveGameFile() 2545 EXTR_U8(d, g->ubGroupID) in LoadStrategicMovementGroupsFromSavedGameFile() [all …]
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H A D | Strategic_AI.cc | 543 pg.ubGroupID = g.ubGroupID; in InitStrategicAI() 1086 if( gPatrolGroup[ i ].ubGroupID && gPatrolGroup[ i ].ubGroupID != pGroup->ubGroupID ) in EvaluateGroupSituation() 1135 gPatrolGroup[ i ].ubGroupID = pGroup->ubGroupID; in EvaluateGroupSituation() 1464 if (pg.ubGroupID == group_id) in RemoveGroupFromStrategicAILists() 1466 pg.ubGroupID = 0; in RemoveGroupFromStrategicAILists() 1499 if (p.ubGroupID != 0) in RecalculatePatrolWeight() 1584 if (p.ubGroupID != g.ubGroupID) continue; in RecalculateGroupWeight() 1588 p.ubGroupID = 0; in RecalculateGroupWeight() 3023 if( gPatrolGroup[ i ].ubGroupID ) in RequestHighPriorityGarrisonReinforcements() 3469 if ( gPatrolGroup[ sPatrolIndex ].ubGroupID == ubGroupID ) in FindPatrolGroupIndexForGroupID() [all …]
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H A D | Queen_Command.cc | 544 if (s->ubGroupID != 0) continue; in PrepareEnemyForSectorBattle() 568 s->ubGroupID = g->ubGroupID; in PrepareEnemyForSectorBattle() 640 if( pSoldier->ubGroupID ) in ProcessQueenCmdImplicationsOfDeath() 643 pGroup = GetGroup( pSoldier->ubGroupID ); in ProcessQueenCmdImplicationsOfDeath() 646 …GW("Enemy soldier killed with ubGroupID of %d, and the group doesn't exist!", pSoldier->ubGroupID); in ProcessQueenCmdImplicationsOfDeath() 651 … thinking it's an enemy group (#{}) in ProcessQueenCmdImplicationsOfDeath()", pSoldier->ubGroupID); in ProcessQueenCmdImplicationsOfDeath() 659 …nemy elite killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID); in ProcessQueenCmdImplicationsOfDeath() 683 …nemy troop killed with ubGroupID of %d, but the group doesn't contain troops!", pGroup->ubGroupID); in ProcessQueenCmdImplicationsOfDeath() 707 …or killed with ubGroupID of %d, but the group doesn't contain administrators!", pGroup->ubGroupID); in ProcessQueenCmdImplicationsOfDeath() 1077 s.ubGroupID = g.ubGroupID; in AddEnemiesToBattle()
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H A D | Strategic_Merc_Handler.cc | 536 s->ubGroupID != 0 && PlayerIDGroupInMotion(s->ubGroupID); in UpdateBuddyAndHatedCounters() 547 if (s->ubGroupID != other->ubGroupID) continue; in UpdateBuddyAndHatedCounters() 556 if (other->ubGroupID != 0 && PlayerIDGroupInMotion(other->ubGroupID)) in UpdateBuddyAndHatedCounters()
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H A D | Strategic_Movement.h | 92 UINT8 ubGroupID; //the unique ID of the group (used for hooking into events and SOLDIERTYPE) member 153 GROUP* GetGroup( UINT8 ubGroupID );
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H A D | StrategicMap.cc | 1477 GROUP* const pGroup = GetGroup(pValidSoldier->ubGroupID); in JumpIntoAdjacentSector() 1478 …valid group (pSoldier->ubGroupID is %d)", pValidSoldier->name.c_str(), pValidSoldier->ubGroupID) ); in JumpIntoAdjacentSector() 1626 if( pSoldier->ubGroupID != 0 ) in HandleSoldierLeavingSectorByThemSelf() 1630 pSoldier->ubGroupID = 0; in HandleSoldierLeavingSectorByThemSelf() 1636 if( pSoldier->ubGroupID && pSoldier->bAssignment != VEHICLE ) in HandleSoldierLeavingSectorByThemSelf() 1639 RemoveGroup(*GetGroup(pSoldier->ubGroupID)); in HandleSoldierLeavingSectorByThemSelf() 1640 pSoldier->ubGroupID = 0; in HandleSoldierLeavingSectorByThemSelf() 1647 if( pSoldier->ubGroupID == 0 ) in HandleSoldierLeavingSectorByThemSelf() 2157 pGroup = GetGroup( pValidSoldier->ubGroupID ); in OKForSectorExit() 2215 pGroup = GetGroup( pValidSoldier->ubGroupID ); in OKForSectorExit() [all …]
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H A D | Strategic_Pathing.cc | 839 DeleteStrategicEvent(EVENT_GROUP_ARRIVAL, g.ubGroupID); in RebuildWayPointsForGroupPath() 936 pGroup = GetGroup( pSoldier->ubGroupID ); in ClearMvtForThisSoldierAndGang() 1115 s.ubGroupID; in GetSoldierGroup() 1158 pSoldier->pMercPath = ClearStrategicPathList( pSoldier->pMercPath, pSoldier->ubGroupID ); in ClearPathForSoldier()
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H A D | Merc_Contract.cc | 656 if (s.bAssignment >= ON_DUTY && s.ubGroupID) in StrategicRemoveMerc() 660 RemoveGroup(*GetGroup(s.ubGroupID)); in StrategicRemoveMerc()
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H A D | Map_Screen_Helicopter.cc | 557 v.ubMovementGroup = g.ubGroupID; in SetUpHelicopterForMovement() 1224 v.ubMovementGroup == g.ubGroupID; in IsGroupTheHelicopterGroup()
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H A D | Map_Screen_Interface.cc | 463 ( pSoldier->ubGroupID != pSoldier2->ubGroupID ) ) in DeselectSelectedListMercsWhoCantMoveWithThisGuy() 936 …onst dest_group = bSelectedDestChar != -1 ? gCharactersList[bSelectedDestChar].merc->ubGroupID : 0; in HandleDisplayOfSelectedMercArrows() 943 if (!IsEntryInSelectedListSet(i) && (s->ubGroupID == 0 || s->ubGroupID != dest_group)) continue; in HandleDisplayOfSelectedMercArrows()
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H A D | PreBattle_Interface.cc | 336 group_id = s.ubGroupID; in InitPreBattleInterface() 346 else if (group_id != s.ubGroupID) in InitPreBattleInterface()
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H A D | Auto_Resolve.cc | 577 i->pSoldier->ubGroupID = 0; in AssociateEnemiesWithStrategicGroups() 622 i->pSoldier->ubGroupID = pGroup->ubGroupID; in AssociateEnemiesWithStrategicGroups() 1719 if (s.ubGroupID == current_group_id) continue; in RemoveAutoResolveInterface() 1720 current_group_id = s.ubGroupID; in RemoveAutoResolveInterface() 1726 PlayerGroupArrivedSafelyInSector(*GetGroup(s.ubGroupID), first_group); in RemoveAutoResolveInterface()
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H A D | Map_Screen_Interface_Map.cc | 695 if (PlayerIDGroupInMotion(s.ubGroupID)) continue; in ShowOnDutyTeam() 718 if (PlayerIDGroupInMotion(s.ubGroupID)) continue; in ShowAssignedTeam() 965 …th = ClearStrategicPathListAfterThisSector( pCharacter->pMercPath, sX, sY, pCharacter->ubGroupID ); in ClearPathAfterThisSectorForCharacter() 993 pCharacter->pMercPath = ClearStrategicPathList( pCharacter->pMercPath, pCharacter->ubGroupID ); in CancelPathForCharacter() 998 RebuildWayPointsForGroupPath(pCharacter->pMercPath, *GetGroup(pCharacter->ubGroupID)); in CancelPathForCharacter()
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H A D | MapScreen.cc | 997 ubGroupId = s->ubGroupID; in GetPathTravelTimeDuringPlotting() 2735 if (s.ubGroupID == 0) in Teleport() 2780 PlaceGroupInSector(*GetGroup(s.ubGroupID), sPrevX, sPrevY, sMapX, sMapY, 0, true); in Teleport() 5830 ubGroupId = pSoldier->ubGroupID; in RebuildWayPointsForAllSelectedCharsGroups() 8039 ubGroupId = pSoldier->ubGroupID; in RestorePreviousPaths()
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H A D | Assignments.cc | 2746 if ( IsTimeBeingCompressed() && !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) in HandleHealingByNaturalCauses() 6303 if (s.ubGroupID != 0) return false; // In a movement group in AssignMercToAMovementGroup() 6665 s.ubGroupID != 0) in SetAssignmentForList()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Vehicles.cc | 88 gubVehicleMovementGroups[cnt] = g->ubGroupID; in InitVehicles() 218 vs->ubGroupID = v.ubMovementGroup; in AddSoldierToVehicle() 260 else if (s.ubGroupID != 0) in AddSoldierToVehicle() 263 RemoveGroup(*GetGroup(s.ubGroupID)); in AddSoldierToVehicle() 264 s.ubGroupID = 0; in AddSoldierToVehicle() 353 s.ubGroupID = 0; in RemoveSoldierFromVehicle() 398 TeleportVehicleToItsClosestSector(vs.ubGroupID); in RemoveSoldierFromVehicle() 452 s->ubGroupID = v.ubMovementGroup; in SetUpMvtGroupForVehicle() 473 if (v.ubMovementGroup == g.ubGroupID) return v; in GetVehicleFromMvtGroup() 858 gubVehicleMovementGroups[cnt] = g->ubGroupID; in LoadVehicleMovementInfoFromSavedGameFile() [all …]
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H A D | Morale.cc | 178 if (s->ubGroupID != 0 && PlayerIDGroupInMotion(s->ubGroupID)) in DecayTacticalMoraleModifiers() 706 bool const same_group_only = s->ubGroupID != 0 && PlayerIDGroupInMotion(s->ubGroupID); in HourlyMoraleUpdate() 730 if (s->ubGroupID != other->ubGroupID) continue; in HourlyMoraleUpdate() 740 if (other->ubGroupID != 0 && PlayerIDGroupInMotion(other->ubGroupID)) continue; in HourlyMoraleUpdate()
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H A D | Squads.cc | 54 SquadMovementGroups[iCounter] = g->ubGroupID; in InitSquads() 139 if (s->ubGroupID != 0) in AddCharacterToSquad() 148 GROUP* const pGroup = GetGroup(s->ubGroupID); in AddCharacterToSquad() 305 s->ubGroupID = 0; in RemoveCharacterFromSquads() 886 *i = g->ubGroupID; in CheckSquadMovementGroups()
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H A D | End_Game.cc | 244 SetGroupSectorValue(3, MAP_ROW_P, 0, *GetGroup(s.ubGroupID)); in DoneFadeOutKilledQueen()
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H A D | Strategic_Exit_GUI.cc | 403 SetGroupSectorValue(gsWarpWorldX, gsWarpWorldY, gbWarpWorldZ, *GetGroup(pSoldier->ubGroupID)); in DoneFadeOutWarpCallback()
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H A D | Soldier_Control.h | 358 UINT8 ubGroupID; //the movement group the merc is currently part of. member
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H A D | LoadSaveSoldierType.cc | 96 EXTR_U8(d, s->ubGroupID) in ExtractSoldierType() 609 INJ_U8(d, s->ubGroupID) in InjectSoldierType()
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H A D | Interface_Dialogue.cc | 1621 SetGroupSectorValue(10, 1, 1, *GetGroup(pSoldier->ubGroupID)); in HandleNPCDoAction() 1906 SetGroupSectorValue(10, 1, 0, *GetGroup(pSoldier->ubGroupID)); in HandleNPCDoAction()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | Tactical_Placement_GUI.cc | 220 gubSelectedGroupID = m.pSoldier->ubGroupID; in InitTacticalPlacementGUI() 340 (is_group ? s.ubGroupID == gubSelectedGroupID : i == gbSelectedMercID) ? FONT_YELLOW : in RenderTacticalPlacementGUI() 341 (is_group ? s.ubGroupID == gubHilightedGroupID : i == gbHilightedMercID) ? FONT_WHITE : in RenderTacticalPlacementGUI() 643 gubSelectedGroupID = gMercPlacement[ gbSelectedMercID ].pSoldier->ubGroupID; in GroupPlacementsCallback() 674 gubHilightedGroupID = gMercPlacement[ i ].pSoldier->ubGroupID; in MercMoveCallback() 700 gubSelectedGroupID = gpTacticalPlacementSelectedSoldier->ubGroupID; in MercClickCallback() 721 gubSelectedGroupID = gMercPlacement[ i ].pSoldier->ubGroupID; in SelectNextUnplacedUnit() 734 gubSelectedGroupID = gMercPlacement[ i ].pSoldier->ubGroupID; in SelectNextUnplacedUnit() 779 if (m.pSoldier->ubGroupID == gubSelectedGroupID) in HandleTacticalPlacementClicksInOverheadMap() 796 if (m.pSoldier->ubGroupID == gubSelectedGroupID) in HandleTacticalPlacementClicksInOverheadMap()
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