Fix (by Asdow): Enemy cover display performance improved.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8685 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2019-08-11 07:49:47 +00:00
parent 01b540184d
commit 037e877013
6 changed files with 257 additions and 146 deletions
+204 -93
View File
@@ -88,18 +88,23 @@ void AddCoverObjectsToViewArea();
void RemoveCoverObjectsFromViewArea();
void CalculateCover();
void CalculateCoverFromEnemies();
void CalculateMines();
void CalculateTraitRange();
void CalculateTrackerRange();
void CalculateFortify();
void CalculateWeapondata();
void CalculateCoverFromEnemySoldier(SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType, SOLDIERTYPE* pToSoldier, const BOOLEAN& bFromSoldierCowering, const UINT8& tunnelVision, const INT8 ToSoldierStealth, const INT8 ToSoldierLBeSightAdjustment);
void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo );
BOOLEAN GridNoOnScreenAndAround( const INT32& sGridNo, const UINT8& ubRadius=2 );
BOOLEAN IsTheRoofVisible( const INT32& sGridNo );
BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY );
BOOLEAN HasAdjTile(const INT32& ubX, const INT32& ubY, const INT32& ubZ);
TileDefines GetOverlayIndex( INT8 bOverlayType )
{
@@ -491,10 +496,13 @@ void DisplayCover( BOOLEAN forceUpdate )
switch ( gubDrawMode )
{
case COVER_DRAW_MERC_VIEW:
case COVER_DRAW_ENEMY_VIEW:
CalculateCover();
break;
case COVER_DRAW_ENEMY_VIEW:
CalculateCoverFromEnemies();
break;
case MINES_DRAW_DETECT_ENEMY:
case MINES_DRAW_PLAYERTEAM_NETWORKS:
case MINES_DRAW_NETWORKCOLOURING:
@@ -526,99 +534,40 @@ void DisplayCover( BOOLEAN forceUpdate )
}
}
void CalculateCover()
static void CalculateCoverFromEnemies()
{
register INT32 ubX, ubY;
register INT8 ubZ;
SOLDIERTYPE* pSoldier;
if( gusSelectedSoldier == NOBODY )
if (gusSelectedSoldier == NOBODY)
return;
GetSoldier( &pSoldier, gusSelectedSoldier );
for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
SOLDIERTYPE* pSoldier;
GetSoldier(&pSoldier, gusSelectedSoldier);
INT8 OurSoldierStealth = GetStealth(pSoldier);
INT8 OurSoldierLBESightAdjustment = GetSightAdjustmentBasedOnLBE(pSoldier);
// Loop through the grid and reset cover
for (INT32 ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX)
{
for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY )
for (INT32 ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY)
{
for ( ubZ=0; ubZ<COVER_Z_CELLS; ++ubZ )
for (INT8 ubZ = 0; ubZ < COVER_Z_CELLS; ++ubZ)
{
INT32& sGridNo = gCoverViewArea[ ubX ][ ubY ][ ubZ ].sGridNo;
if( !GridNoOnScreenAndAround( sGridNo, 2 ) )
continue;
if ( IsTheRoofVisible( sGridNo ) )
{
// do not show stuff on ground if roof is shown
if ( ubZ == I_GROUND_LEVEL )
continue;
}
else
{
// do not show stuff on roofs if ground is shown
if ( ubZ == I_ROOF_LEVEL )
continue;
}
if ( !NewOKDestination( pSoldier, sGridNo, false, ubZ ) )
continue;
INT8& bOverlayType = gCoverViewArea[ubX][ubY][ubZ].bOverlayType;
if ( gubDrawMode == COVER_DRAW_ENEMY_VIEW ) // view of enemies against your selected merc
{
// reset cover value
bOverlayType = MAX_COVER;
CalculateCoverForSoldier( pSoldier, sGridNo, ubZ, bOverlayType );
}
else if ( gubDrawMode == COVER_DRAW_MERC_VIEW )
{
// reset cover value
bOverlayType = MAX_COVER;
if ( gTacticalStatus.fAtLeastOneGuyOnMultiSelect ) // view of selected mercs
{
// OK, loop through all guys who are 'multi-selected' and
INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pSoldier )
{
if ( pSoldier->bActive && pSoldier->bInSector )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED )
{
CalculateCoverFromSoldier( pSoldier, sGridNo, ubZ, bOverlayType );
// if the tile is already NO_COVER, there's no need to continue
if ( NO_COVER == bOverlayType )
break;
}
}
}
}
else // single view from your merc
CalculateCoverFromSoldier( pSoldier, sGridNo, ubZ, bOverlayType );
// we use different enums for our merc's sight to avoid confusing inverse sight
bOverlayType = MAX_SEE - bOverlayType;
}
bOverlayType = MAX_COVER;
}
}
}
AddCoverObjectsToViewArea();
}
void CalculateCoverForSoldier( SOLDIERTYPE* pSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType )
{
UINT32 uiLoop;
SOLDIERTYPE *pOpponent;
INT8 *pbPersOL;
INT8 *pbPublOL;
//loop through all the enemies and determine the cover
for (uiLoop = 0; uiLoop<guiNumMercSlots; ++uiLoop)
//loop through all the actors in the sector and save enemies' info for cover calculation
std::vector<SOLDIERTYPE*> pOpponents;
std::vector<BOOLEAN> bCowering;
std::vector<UINT8> tunnelVision;
for (UINT32 i = 0; i < guiNumMercSlots; ++i)
{
pOpponent = MercSlots[ uiLoop ];
SOLDIERTYPE *pOpponent = MercSlots[i];
// if this merc is inactive, at base, on assignment, dead, unconscious
if (!pOpponent || pOpponent->stats.bLife < OKLIFE)
@@ -627,30 +576,166 @@ void CalculateCoverForSoldier( SOLDIERTYPE* pSoldier, const INT32& sTargetGridNo
}
// if this man is neutral / on the same side, he's not an opponent
if( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
if (CONSIDERED_NEUTRAL(pSoldier, pOpponent) || (pSoldier->bSide == pOpponent->bSide))
{
continue; // next merc
}
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[ OUR_TEAM ] + pOpponent->ubID;
INT8 *pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
INT8 *pbPublOL = gbPublicOpplist[OUR_TEAM] + pOpponent->ubID;
// if this opponent is unknown personally and publicly
if( *pbPersOL != SEEN_CURRENTLY && *pbPublOL != SEEN_CURRENTLY )
if (*pbPersOL != SEEN_CURRENTLY && *pbPublOL != SEEN_CURRENTLY)
{
continue; // next merc
}
CalculateCoverFromSoldier( pOpponent, sTargetGridNo, fRoof, bOverlayType, pSoldier );
pOpponents.push_back(pOpponent);
bCowering.push_back(CoweringShockLevel(pOpponent));
tunnelVision.push_back(GetPercentTunnelVision(pOpponent));
}
// if we got no cover, just return, can't get any worse than that. Helldorados lets you count
if ( bOverlayType == NO_COVER )
// Calculate cover for the whole grid, one opponent at a time.
for (UINT32 i = 0; i < pOpponents.size(); ++i)
{
SOLDIERTYPE *pOpponent = pOpponents[i];
BOOLEAN isCowering = bCowering[i];
UINT8 tunnelVisionPercentage = tunnelVision[i];
for (INT32 ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX)
{
return;
for (INT32 ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY)
{
for (INT8 ubZ = 0; ubZ < COVER_Z_CELLS; ++ubZ)
{
INT32& sGridNo = gCoverViewArea[ubX][ubY][ubZ].sGridNo;
if (!GridNoOnScreenAndAround(sGridNo, 2))
continue;
INT8& bOverlayType = gCoverViewArea[ubX][ubY][ubZ].bOverlayType;
if (IsTheRoofVisible(sGridNo))
{
// do not show stuff on ground if roof is shown
if (ubZ == I_GROUND_LEVEL)
{
bOverlayType = INVALID_COVER;
continue;
}
}
else
{
// do not show stuff on roofs if ground is shown
if (ubZ == I_ROOF_LEVEL)
{
bOverlayType = INVALID_COVER;
continue;
}
}
if (!NewOKDestination(pSoldier, sGridNo, false, ubZ))
continue;
//Skip cover calculation if there already is no cover.
if (bOverlayType == NO_COVER)
{
continue;
}
else
{
CalculateCoverFromEnemySoldier(pOpponent, sGridNo, ubZ, bOverlayType, pSoldier, isCowering, tunnelVisionPercentage, OurSoldierStealth, OurSoldierLBESightAdjustment);
}
}
}
}
}
AddCoverObjectsToViewArea();
}
void CalculateCover()
{
register INT32 ubX, ubY;
register INT8 ubZ;
SOLDIERTYPE* pSoldier;
if (gusSelectedSoldier == NOBODY)
return;
GetSoldier(&pSoldier, gusSelectedSoldier);
for (ubX = gsMinCellX; ubX <= gsMaxCellX; ++ubX)
{
for (ubY = gsMinCellY; ubY <= gsMaxCellY; ++ubY)
{
for (ubZ = 0; ubZ < COVER_Z_CELLS; ++ubZ)
{
INT32& sGridNo = gCoverViewArea[ubX][ubY][ubZ].sGridNo;
if (!GridNoOnScreenAndAround(sGridNo, 2))
continue;
if (IsTheRoofVisible(sGridNo))
{
// do not show stuff on ground if roof is shown
if (ubZ == I_GROUND_LEVEL)
continue;
}
else
{
// do not show stuff on roofs if ground is shown
if (ubZ == I_ROOF_LEVEL)
continue;
}
if (!NewOKDestination(pSoldier, sGridNo, false, ubZ))
continue;
INT8& bOverlayType = gCoverViewArea[ubX][ubY][ubZ].bOverlayType;
// reset cover value
bOverlayType = MAX_COVER;
if (gTacticalStatus.fAtLeastOneGuyOnMultiSelect) // view of selected mercs
{
// OK, loop through all guys who are 'multi-selected' and
INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for (pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pSoldier)
{
if (pSoldier->bActive && pSoldier->bInSector)
{
if (pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED)
{
CalculateCoverFromSoldier(pSoldier, sGridNo, ubZ, bOverlayType);
// if the tile is already NO_COVER, there's no need to continue
if (NO_COVER == bOverlayType)
break;
}
}
}
}
else // single view from your merc
{
CalculateCoverFromSoldier(pSoldier, sGridNo, ubZ, bOverlayType);
}
// we use different enums for our merc's sight to avoid confusing inverse sight
bOverlayType = MAX_SEE - bOverlayType;
}
}
}
AddCoverObjectsToViewArea();
}
void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType, SOLDIERTYPE* pToSoldier )
{
UINT16 usSightLimit = pFromSoldier->GetMaxDistanceVisible(sTargetGridNo, (INT8)fRoof, CALC_FROM_WANTED_DIR);
@@ -664,7 +749,7 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetG
if (pToSoldier == NULL) {
usAdjustedSight = usSightLimit;
} else {
usAdjustedSight = usSightLimit + usSightLimit * GetSightAdjustment( pToSoldier, sTargetGridNo, (INT8) fRoof, ubStance ) /100;
usAdjustedSight = usSightLimit + usSightLimit * GetSightAdjustment( pToSoldier, GetStealth(pToSoldier), GetSightAdjustmentBasedOnLBE(pToSoldier), sTargetGridNo, (INT8) fRoof, ubStance ) /100;
}
if ( SoldierToVirtualSoldierLineOfSightTest( pFromSoldier, sTargetGridNo, (INT8) fRoof, ubStance, FALSE, usAdjustedSight ) != 0 )
@@ -675,6 +760,32 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetG
}
}
static void CalculateCoverFromEnemySoldier(SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bOverlayType, SOLDIERTYPE* pToSoldier, const BOOLEAN& bFromSoldierCowering, const UINT8& tunnelVision, const INT8 ToSoldierStealth, const INT8 ToSoldierLBeSightAdjustment)
{
// Had to extract this from SOLDIERTYPE::GetMaxDistanceVisible() function due to performance improvement from minimizing recalculating CoweringShockLevel(pSoldier) & GetPercentTunnelVision(pSoldier)
UINT16 usSightLimit = DistanceVisible(pFromSoldier, (SoldierHasLimitedVision(pFromSoldier) ? pFromSoldier->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, (INT8)fRoof, bFromSoldierCowering, tunnelVision);
for (int i = 0; i < sizeof(animArr); ++i)
{
const UINT8& ubStance = animArr[i];
INT32 usAdjustedSight;
if (pToSoldier == nullptr) {
usAdjustedSight = usSightLimit;
}
else {
usAdjustedSight = usSightLimit + usSightLimit * GetSightAdjustment(pToSoldier, ToSoldierStealth, ToSoldierLBeSightAdjustment, sTargetGridNo, (INT8)fRoof, ubStance) / 100;
}
if (SoldierToVirtualSoldierLineOfSightTest(pFromSoldier, sTargetGridNo, (INT8)fRoof, ubStance, FALSE, usAdjustedSight) != 0)
{
if (bOverlayType > i) bOverlayType = i;
break; // we go from prone to stand, if soldier can see someone crouching, he can also see someone standing
}
}
}
BOOLEAN CanSoldierSeeFloor( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel )
{
if ( !pSoldier )
@@ -717,7 +828,7 @@ void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
ubTerrainType = GetTerrainTypeForGrid(sTargetGridNo, gsInterfaceLevel);
}
INT8 ubCover = - GetSightAdjustment(pSoldier, sTargetGridNo, gsInterfaceLevel);
INT8 ubCover = - GetSightAdjustment(pSoldier, GetStealth(pSoldier), GetSightAdjustmentBasedOnLBE(pSoldier), sTargetGridNo, gsInterfaceLevel);
//display a string with cover value of current selected merc and brightness
//swprintf( zOutputString, gzDisplayCoverText[DC_MSG__COVER_INFORMATION], ubCover, GetTerrainName(ubTerrainType), ubBrightness );
-8
View File
@@ -11,7 +11,6 @@ void SwitchViewOff();
void ToggleMercView();
void ToggleEnemyView();
void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier = NULL );
BOOLEAN CanSoldierSeeFloor( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel );
@@ -83,13 +82,6 @@ enum COVER_DRAW_MODE {
DRAW_MODE_WEAPONDATA,
};
void ChangeSizeOfDisplayCover( INT32 iNewSize );
void ChangeSizeOfLOS( INT32 iNewSize );
//ddd for optimize oppponent turn
INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, INT8 bStance );
//ddd for optimize oppponent turn
// ----------------------------- Mines display after this ----------------------------------------
// added by Flugente: display of mine, bombs and tripwire
+40 -36
View File
@@ -461,7 +461,7 @@ inline UINT8 GetBrightness(const UINT8& ubLightLevel)
* Calculates the total stealth value of a player.
*
* @param pSoldier
* @return ANIM_STAND or ANIM_CROUCH or ANIM_PRONE
* @return stealth percentage, capped to 100.
*/
inline INT8 GetStealth( SOLDIERTYPE* pSoldier )
{
@@ -700,26 +700,27 @@ INT8 GetDetailedSightAdjustmentCamouflageOnTerrain( SOLDIERTYPE* pSoldier, const
* - this will be used to calculate the penalty (sight addition) which occurs on the soldier who is been spot-tested
* - it also will be used to reduce the ability to find others if the spotter moves
*
* @param pSoldier the target
* @param bTilesMoved amount of tiles the target has moved
* @param ubLightLevel true light level at target location, given back by LightTrueLevel function
* @param ibStealthInPercent the target's stealth value, given back by GetStealth function
* @param hasStealthyTrait boolean value saying if target has the stealthy trait, given back by HAS_SKILL_TRAIT function
* @return a negative value will indicate a reduction of sight, a positive one an addition to sight
*/
INT8 GetSightAdjustmentThroughMovement( SOLDIERTYPE* pSoldier, const INT8& bTilesMoved, const UINT8& ubLightLevel )
INT8 GetSightAdjustmentThroughMovement(const INT8& bTilesMoved, const UINT8& ubLightLevel, const INT8& ibStealthInPercent, const BOOLEAN& hasStealthyTrait)
{
if (gGameExternalOptions.ubMovementEffectiveness == 0) {
return 0;
}
INT8 stealth = GetStealth(pSoldier);
INT8 bMovementAdjustment = bTilesMoved * ( 100 - stealth ) / 100;
INT8 bMovementAdjustment = bTilesMoved * (100 - ibStealthInPercent) / 100;
// SANDRO - added reduction of penalty for moving for Stealthy trait with new traits
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
bMovementAdjustment = max(0, (bMovementAdjustment * (100 - gSkillTraitValues.ubSTStealthPenaltyForMovingReduction) / 100) );
if (gGameOptions.fNewTraitSystem && hasStealthyTrait)
bMovementAdjustment = max(0, (bMovementAdjustment * (100 - gSkillTraitValues.ubSTStealthPenaltyForMovingReduction) / 100));
UINT8 ubBrightness = (100 - GetBrightness( ubLightLevel ));
UINT8 ubBrightness = (100 - GetBrightness(ubLightLevel));
return MINMAX100N( bMovementAdjustment * ubBrightness / 100 * gGameExternalOptions.ubMovementEffectiveness / 100 );
return MINMAX100N(bMovementAdjustment * ubBrightness / 100 * gGameExternalOptions.ubMovementEffectiveness / 100);
}
INT8 GetSightAdjustmentThroughStance( const UINT8& ubStance )
@@ -785,25 +786,23 @@ INT8 GetSightAdjustmentBasedOnLBE( SOLDIERTYPE* pSoldier )
* Calculates a percentage value to be added (or substracted) from sight. it's based on the stealth value and the brightness.
* - usually it should return something smaller than 0 but we might give a bonus if the target uses a lamp for better viewing (LAM-Lamp) which the spotter can see
*
* @param pSoldier the target
* @param ubLightLevel light level given back by the LightTrueLevel function
* @param ibStealthInPercent the target's stealth value, given back by the GetStealth function
* @return a negative value will indicate a reduction of sight, a positive one an addition to sight
*/
INT8 GetSightAdjustmentStealthAtLightLevel( SOLDIERTYPE* pSoldier, const UINT8& ubLightLevel )
INT8 GetSightAdjustmentStealthAtLightLevel(const UINT8& ubLightLevel, const INT8& ibStealthInPercent)
{
if (gGameExternalOptions.ubStealthEffectiveness == 0) {
return 0;
}
// set scaler to scale with light level (dark = 100%)
UINT8 ubScaler = GetBrightness( ubLightLevel );
UINT8 ubScaler = GetBrightness(ubLightLevel);
// last term corresponds to the maximum of ubScaler before
ubScaler = (UINT8)( ubScaler * gGameExternalOptions.ubStealthEffectiveness / 100.0f );
ubScaler = (UINT8)(ubScaler * gGameExternalOptions.ubStealthEffectiveness / 100.0f);
INT8 ibStealthInPercent = GetStealth( pSoldier );
return MINMAX100N( - ibStealthInPercent * ubScaler / 100);
return MINMAX100N(-ibStealthInPercent * ubScaler / 100);
}
/**
@@ -855,8 +854,11 @@ INT8 GetSightAdjustmentBehindStructure( const INT16& iRange, STRUCTURE* pStructu
/*
* Easy way to get all sight adjustments into one that affect a soldier
*
* Used by CalculateCoverFromEnemySoldier in DisplayCover.cpp
* Hoisting out the GetStealth and GetSightAdjustmentBasedOnLBE out of the hot loop made considerable difference in performance.
*/
INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, INT8 bStance )
INT16 GetSightAdjustment(SOLDIERTYPE* pSoldier, INT8 soldierStealth, INT8 soldierLBESightAdjustment, INT32 sGridNo, INT16 bLevel, INT8 bStance)
{
if (sGridNo == -1) {
sGridNo = pSoldier->sGridNo;
@@ -867,50 +869,50 @@ INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, IN
}
if (bStance == -1) {
bStance = GetCurrentHeightOfSoldier( pSoldier );
bStance = GetCurrentHeightOfSoldier(pSoldier);
}
UINT8 ubTerrainType = NO_TERRAIN;
// anv: additional tile properties
ADDITIONAL_TILE_PROPERTIES_VALUES zGivenTileProperties;
memset(&zGivenTileProperties,0,sizeof(zGivenTileProperties));
if(gGameExternalOptions.fAdditionalTileProperties)
memset(&zGivenTileProperties, 0, sizeof(zGivenTileProperties));
if (gGameExternalOptions.fAdditionalTileProperties)
{
zGivenTileProperties = GetAllAdditonalTilePropertiesForGrid(sGridNo, bLevel);
}
else
{
ubTerrainType = GetTerrainTypeForGrid( sGridNo, bLevel );
ubTerrainType = GetTerrainTypeForGrid(sGridNo, bLevel);
}
UINT8 ubLightLevel = LightTrueLevel( sGridNo, bLevel );
INT16 iSightAdjustment = 0;
// general stuff (independant of soldier)
iSightAdjustment += GetSightAdjustmentThroughStance( bStance );
iSightAdjustment += GetSightAdjustmentThroughStance(bStance);
// context sensitive (needs soldier)
iSightAdjustment += GetSightAdjustmentBasedOnLBE( pSoldier );
iSightAdjustment += soldierLBESightAdjustment;
// context sensitive stuff with 2nd parameter (needs soldier for attributes but can be given a second parameter)
iSightAdjustment += GetSightAdjustmentThroughMovement( pSoldier, pSoldier->bTilesMoved, ubLightLevel );
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel( pSoldier, ubLightLevel );
UINT8 ubLightLevel = LightTrueLevel(sGridNo, bLevel);
iSightAdjustment += GetSightAdjustmentThroughMovement(pSoldier->bTilesMoved, ubLightLevel, soldierStealth, HAS_SKILL_TRAIT(pSoldier, STEALTHY_NT));
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel(ubLightLevel, soldierStealth);
if(gGameExternalOptions.fAdditionalTileProperties)
if (gGameExternalOptions.fAdditionalTileProperties)
{
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, zGivenTileProperties );
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain(pSoldier, bStance, zGivenTileProperties);
}
else
{
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, ubTerrainType );
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain(pSoldier, bStance, ubTerrainType);
}
// anv: some places in vehicle completely obscure passenger from outside
INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
if( bSeatIndex != (-1) )
INT8 bSeatIndex = GetSeatIndexFromSoldier(pSoldier);
if (bSeatIndex != (-1))
{
if( gNewVehicle[ pVehicleList[ pSoldier->iVehicleId ].ubVehicleType ].VehicleSeats[ bSeatIndex ].fHidden )
if (gNewVehicle[pVehicleList[pSoldier->iVehicleId].ubVehicleType].VehicleSeats[bSeatIndex].fHidden)
{
iSightAdjustment = (-100);
}
@@ -919,6 +921,7 @@ INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT16 bLevel, IN
return MINMAX100N(iSightAdjustment);
}
BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX, INT8 bLOSIndexY, DOUBLE ddHorizAngle )
{
BOOLEAN fNorthSouth, fEastWest;
@@ -2342,20 +2345,21 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
// needed for sight limit calculation
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->pathing.bLevel, iTileSightLimit );
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
}
// needed for gun hit calculation (can you even hit him)
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->pathing.bLevel, CALC_FROM_ALL_DIRS );
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
iTileSightLimit += 255; // this shifts the limit for something special (we don't know yet)
}
// we assume that if we are given a limit it doesn't include stealth or similar stuff
// for other function we assume the opposite but not this one, as we here are given the needed target soldier information to calculate sight adjustment
else {
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100;
iTileSightLimit += iTileSightLimit * GetSightAdjustment(pEndSoldier, GetStealth(pEndSoldier), GetSightAdjustmentBasedOnLBE(pEndSoldier)) / 100;
}
// anv: special check for vehicles - since they're no longer transparent, we need to check for visibility
+5 -1
View File
@@ -199,7 +199,7 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
INT8 GetSightAdjustmentThroughStance( const UINT8& ubStance );
// quick way to get all. should be used for all sight line tests with target soldier known
INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo = -1, INT16 bLevel = -1, INT8 bStance = -1 );
INT16 GetSightAdjustment(SOLDIERTYPE* pSoldier, INT8 soldierStealth, INT8 soldierLBESightAdjustment, INT32 sGridNo = -1, INT16 bLevel = -1, INT8 bStance = -1);
//zilpin: pellet spread patterns externalized in XML
#define SPREADPATTERN_NAME_SIZE 32
@@ -254,4 +254,8 @@ FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccur
// Flugente: riot shields
void DamageRiotShield( SOLDIERTYPE* pSoldier, INT32& rsDamage, INT32& rsSecondaryDamage );
extern INT8 GetStealth(SOLDIERTYPE* pSoldier);
extern INT8 GetSightAdjustmentBasedOnLBE(SOLDIERTYPE* pSoldier);
#endif
+7 -7
View File
@@ -1182,13 +1182,13 @@ INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT32 sGridNo, INT8 bLevel, int calcAsT
if (calcAsType == CALC_FROM_ALL_DIRS)
{
return DistanceVisible( this, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel );
return DistanceVisible( this, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, CoweringShockLevel(this), GetPercentTunnelVision(this) );
}
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel );
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, CoweringShockLevel(this), GetPercentTunnelVision(this));
}
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel )
INT16 DistanceVisible(SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision)
{
INT16 sDistVisible;
INT8 bLightLevel;
@@ -1284,7 +1284,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
if ( sDistVisible != STRAIGHT || ( fLimitedVision && (bFacingDir != bSubjectDir) ) )
{
tunnelVisionInPercent = GetPercentTunnelVision( pSoldier );
tunnelVisionInPercent = tunnelVision;
}
sDistVisible *= 2;
@@ -1355,7 +1355,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
gGameExternalOptions.ubMaxSuppressionShock > 0 && sDistVisible > 0 )
{
// Make sure character is cowering.
if ( CoweringShockLevel(pSoldier) )
if (isCowering)
{
sDistVisible = __max(1,(sDistVisible * (gGameExternalOptions.ubMaxSuppressionShock - pSoldier->aiData.bShock)) / gGameExternalOptions.ubMaxSuppressionShock);
}
@@ -2097,7 +2097,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
// BIG NOTE: must use desdir instead of direction, since in a projected
// situation, the direction may still be changing if it's one of the first
// few animation steps when this guy's turn to do his stepped look comes up
sDistVisible = DistanceVisible(pSoldier,pSoldier->pathing.bDesiredDirection,bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel );
sDistVisible = DistanceVisible(pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"dist visible %d: my dir %d to him %d",sDistVisible,pSoldier->bDesiredDirection,bDir);
}
@@ -7464,7 +7464,7 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
// distance we "see" then depends on the direction he is located from us
bDir = atan8(pSoldier->sX,pSoldier->sY,pDyingSoldier->sX,pDyingSoldier->sY);
sDistVisible = DistanceVisible( pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->pathing.bLevel );
sDistVisible = DistanceVisible( pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
sDistAway = PythSpacesAway( pSoldier->sGridNo, pDyingSoldier->sGridNo );
// if we see close enough to see the soldier
+1 -1
View File
@@ -119,7 +119,7 @@ void AddOneOpponent(SOLDIERTYPE *pSoldier);
void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
INT16 MaxNormalDistanceVisible( void );
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel );
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision);
void ResetLastKnownLocs(SOLDIERTYPE *ptr);
void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
void ReevaluateBestSightingPosition( SOLDIERTYPE * pSoldier, INT8 bInterruptDuelPts );