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- enemy assassin feature is 'off' per default, in order not to freak out unwary new players
- spies are uncovered near corpses only if their uniforms indicate they were allies of the observer - added helpful comments, should anyone ever want to use pits git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5756 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-1
@@ -1063,7 +1063,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fAssassinsAreDisguised = iniReader.ReadBoolean("Tactical Difficulty Settings", "ASSASSINS_DISGUISED", TRUE);
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// Flugente: does the queen send out assassins that mix among your militia?
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gGameExternalOptions.fEnemyAssassins = iniReader.ReadBoolean("Tactical Difficulty Settings", "ENEMY_ASSASSINS", TRUE);
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gGameExternalOptions.fEnemyAssassins = iniReader.ReadBoolean("Tactical Difficulty Settings", "ENEMY_ASSASSINS", FALSE);
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gGameExternalOptions.usAssassinMinimumProgress = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_MINIMUM_PROGRESS", 30, 0, 100);
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gGameExternalOptions.usAssassinMinimumMilitia = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_MINIMUM_MILITIA", 10, 0, 64);
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gGameExternalOptions.usAssassinPropabilityModifier = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_PROPABILITY_MODIFIER", 100, 0, 1000);
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@@ -15096,8 +15096,35 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 )
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{
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// check: is this corpse that of an ally of the observing soldier?
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BOOLEAN fCorpseOFAlly = FALSE;
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if ( pSoldier->bTeam == ENEMY_TEAM )
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{
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// check wether corpse was one of soldier's allies
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for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
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{
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if ( COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[ i ].pants) )
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{
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fCorpseOFAlly = TRUE;
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break;
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}
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}
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}
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else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM )
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{
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// check wether corpse was one of soldier's allies
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for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i )
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{
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if ( COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[ i ].pants) )
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{
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fCorpseOFAlly = TRUE;
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break;
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}
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}
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}
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// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
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return FALSE;
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@@ -15140,8 +15167,35 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 )
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{
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// check: is this corpse that of an ally of the observing soldier?
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BOOLEAN fCorpseOFAlly = FALSE;
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if ( pSoldier->bTeam == ENEMY_TEAM )
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{
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// check wether corpse was one of soldier's allies
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for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
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{
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if ( COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[ i ].pants) )
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{
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fCorpseOFAlly = TRUE;
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break;
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}
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}
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}
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else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM )
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{
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// check wether corpse was one of soldier's allies
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for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i )
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{
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if ( COMPARE_PALETTEREP_ID(pCorpse->def.VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pCorpse->def.PantsPal, gUniformColors[ i ].pants) )
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{
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fCorpseOFAlly = TRUE;
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break;
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}
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}
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}
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// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
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return FALSE;
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@@ -24,6 +24,13 @@ BOOLEAN gfShowPits = FALSE;
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BOOLEAN gfLoadPitsWithoutArming = FALSE;
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// Flugente: while I don't really see a use to the pit mechanism at the moment, I tested it a bit. I highly recommend to use
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// AddStructToHead(...) and AddObjectToHead(...) along the existing AddObjectToTail(...)-calls. Otherwise the water tiles disappear when reloading the map.
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// It is also highly advisable to perform CompileWorldTerrainIDs() (but only for each relevant gridno, this needs a separate function), otherwise the water tiles
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// do not behave like water tiles at all (they are still treated like normal floor tiles).
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// An issue remaining for me is that after calling this function, mercs standing on new water tiles do not use the water aniamtions - one has ti move them to anothe tile, or save and reload.
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// It might be useful to do SearchForOtherMembersWithinPitRadiusAndMakeThemFall() but instead reset their animations in there.
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// The pit mechnism is notable for its exitgrid mechanism however, that allows painless creation of new exitgrids, and sends mercs somewhere else.
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void Add3X3Pit( INT32 iMapIndex )
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{
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EXITGRID ExitGrid;
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