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Searched refs:ubGroupID (Results 1 – 25 of 25) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DStrategic_AI.h48 size_t FindPatrolGroupIndexForGroupID( UINT8 ubGroupID );
49 size_t FindPatrolGroupIndexForGroupIDPending( UINT8 ubGroupID );
50 size_t FindGarrisonIndexForGroupIDPending( UINT8 ubGroupID );
127 UINT8 ubGroupID; member
H A DStrategic_Movement.cc164 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()
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H A DStrategic_AI.cc543 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()
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H A DQueen_Command.cc544 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()
H A DStrategic_Merc_Handler.cc536 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()
H A DStrategic_Movement.h92 UINT8 ubGroupID; //the unique ID of the group (used for hooking into events and SOLDIERTYPE) member
153 GROUP* GetGroup( UINT8 ubGroupID );
H A DStrategicMap.cc1477 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()
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H A DStrategic_Pathing.cc839 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()
H A DMerc_Contract.cc656 if (s.bAssignment >= ON_DUTY && s.ubGroupID) in StrategicRemoveMerc()
660 RemoveGroup(*GetGroup(s.ubGroupID)); in StrategicRemoveMerc()
H A DMap_Screen_Helicopter.cc557 v.ubMovementGroup = g.ubGroupID; in SetUpHelicopterForMovement()
1224 v.ubMovementGroup == g.ubGroupID; in IsGroupTheHelicopterGroup()
H A DMap_Screen_Interface.cc463 ( 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()
H A DPreBattle_Interface.cc336 group_id = s.ubGroupID; in InitPreBattleInterface()
346 else if (group_id != s.ubGroupID) in InitPreBattleInterface()
H A DAuto_Resolve.cc577 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()
H A DMap_Screen_Interface_Map.cc695 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()
H A DMapScreen.cc997 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()
H A DAssignments.cc2746 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DVehicles.cc88 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()
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H A DMorale.cc178 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()
H A DSquads.cc54 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()
H A DEnd_Game.cc244 SetGroupSectorValue(3, MAP_ROW_P, 0, *GetGroup(s.ubGroupID)); in DoneFadeOutKilledQueen()
H A DStrategic_Exit_GUI.cc403 SetGroupSectorValue(gsWarpWorldX, gsWarpWorldY, gbWarpWorldZ, *GetGroup(pSoldier->ubGroupID)); in DoneFadeOutWarpCallback()
H A DSoldier_Control.h358 UINT8 ubGroupID; //the movement group the merc is currently part of. member
H A DLoadSaveSoldierType.cc96 EXTR_U8(d, s->ubGroupID) in ExtractSoldierType()
609 INJ_U8(d, s->ubGroupID) in InjectSoldierType()
H A DInterface_Dialogue.cc1621 SetGroupSectorValue(10, 1, 1, *GetGroup(pSoldier->ubGroupID)); in HandleNPCDoAction()
1906 SetGroupSectorValue(10, 1, 0, *GetGroup(pSoldier->ubGroupID)); in HandleNPCDoAction()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DTactical_Placement_GUI.cc220 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()