mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+22
-23
@@ -12,7 +12,7 @@
|
||||
#include "Soldier macros.h"
|
||||
#endif
|
||||
|
||||
void CallAvailableEnemiesTo( INT16 sGridNo )
|
||||
void CallAvailableEnemiesTo( INT32 sGridNo )
|
||||
{
|
||||
INT32 iLoop;
|
||||
INT32 iLoop2;
|
||||
@@ -28,7 +28,7 @@ void CallAvailableEnemiesTo( INT16 sGridNo )
|
||||
if (!(gTacticalStatus.Team[iLoop].bHuman) && (iLoop != CIV_TEAM))
|
||||
{
|
||||
// make this team (publicly) aware of the "noise"
|
||||
gsPublicNoiseGridno[iLoop] = sGridNo;
|
||||
gsPublicNoiseGridNo[iLoop] = sGridNo;
|
||||
gubPublicNoiseVolume[iLoop] = MAX_MISC_NOISE_DURATION;
|
||||
|
||||
// new situation for everyone;
|
||||
@@ -49,7 +49,7 @@ void CallAvailableEnemiesTo( INT16 sGridNo )
|
||||
}
|
||||
}
|
||||
|
||||
void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam )
|
||||
void CallAvailableTeamEnemiesTo( INT32 sGridNo, INT8 bTeam )
|
||||
{
|
||||
INT32 iLoop2;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
@@ -62,7 +62,7 @@ void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam )
|
||||
if (!(gTacticalStatus.Team[bTeam].bHuman) && (bTeam != CIV_TEAM))
|
||||
{
|
||||
// make this team (publicly) aware of the "noise"
|
||||
gsPublicNoiseGridno[bTeam] = sGridno;
|
||||
gsPublicNoiseGridNo[bTeam] = sGridNo;
|
||||
gubPublicNoiseVolume[bTeam] = MAX_MISC_NOISE_DURATION;
|
||||
|
||||
// new situation for everyone;
|
||||
@@ -80,7 +80,7 @@ void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam )
|
||||
}
|
||||
}
|
||||
|
||||
void CallAvailableKingpinMenTo( INT16 sGridNo )
|
||||
void CallAvailableKingpinMenTo( INT32 sGridNo )
|
||||
{
|
||||
// like call all enemies, but only affects civgroup KINGPIN guys with
|
||||
// NO PROFILE
|
||||
@@ -93,7 +93,7 @@ void CallAvailableKingpinMenTo( INT16 sGridNo )
|
||||
if (gTacticalStatus.Team[CIV_TEAM].bTeamActive)
|
||||
{
|
||||
// make this team (publicly) aware of the "noise"
|
||||
gsPublicNoiseGridno[CIV_TEAM] = sGridNo;
|
||||
gsPublicNoiseGridNo[CIV_TEAM] = sGridNo;
|
||||
gubPublicNoiseVolume[CIV_TEAM] = MAX_MISC_NOISE_DURATION;
|
||||
|
||||
// new situation for everyone...
|
||||
@@ -109,7 +109,7 @@ void CallAvailableKingpinMenTo( INT16 sGridNo )
|
||||
}
|
||||
}
|
||||
|
||||
void CallEldinTo( INT16 sGridNo )
|
||||
void CallEldinTo( INT32 sGridNo )
|
||||
{
|
||||
// like call all enemies, but only affects Eldin
|
||||
SOLDIERTYPE * pSoldier;
|
||||
@@ -150,24 +150,24 @@ void CallEldinTo( INT16 sGridNo )
|
||||
}
|
||||
|
||||
|
||||
INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable )
|
||||
INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable )
|
||||
{
|
||||
UINT32 uiLoop;
|
||||
INT8 * pbPersOL, * pbPublOL;
|
||||
INT16 *psLastLoc,*psNoiseGridNo;
|
||||
INT32 *psLastLoc,*psNoiseGridNo;
|
||||
INT8 * pbNoiseLevel;
|
||||
INT8 *pbLastLevel;
|
||||
UINT8 *pubNoiseVolume;
|
||||
INT32 iDistAway;
|
||||
INT32 iNoiseValue, iBestValue = -10000;
|
||||
INT16 sBestGridNo = NOWHERE;
|
||||
INT32 sBestGridNo = NOWHERE;
|
||||
INT8 bBestLevel = 0;
|
||||
INT16 sClimbingGridNo;
|
||||
INT32 sClimbingGridNo;
|
||||
BOOLEAN fClimbingNecessary = FALSE;
|
||||
SOLDIERTYPE * pTemp;
|
||||
|
||||
pubNoiseVolume = &gubPublicNoiseVolume[pSoldier->bTeam];
|
||||
psNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam];
|
||||
psNoiseGridNo = &gsPublicNoiseGridNo[pSoldier->bTeam];
|
||||
pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam];
|
||||
|
||||
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID];
|
||||
@@ -226,8 +226,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
|
||||
|
||||
}
|
||||
|
||||
// if any "misc. noise" was also heard recently
|
||||
if (pSoldier->aiData.sNoiseGridno != NOWHERE)
|
||||
// if any "misc. noise" was also heard recently
|
||||
if (!TileIsOutOfBounds(pSoldier->aiData.sNoiseGridno))
|
||||
{
|
||||
if ( pSoldier->bNoiseLevel != pSoldier->pathing.bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->aiData.sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->aiData.sNoiseGridno, pSoldier->bNoiseLevel, 0, FALSE, NO_DISTANCE_LIMIT ) == 0 )
|
||||
{
|
||||
@@ -253,9 +253,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
|
||||
|
||||
// if any recent PUBLIC "misc. noise" is also known
|
||||
if ( (pSoldier->bTeam != CIV_TEAM) || ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) )
|
||||
{
|
||||
|
||||
if (*psNoiseGridNo != NOWHERE)
|
||||
{
|
||||
if (!TileIsOutOfBounds(*psNoiseGridNo))
|
||||
{
|
||||
// if we are NOT there (at the noise gridno)
|
||||
if ( *pbNoiseLevel != pSoldier->pathing.bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, FALSE, NO_DISTANCE_LIMIT ) == 0 )
|
||||
@@ -274,8 +273,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (sBestGridNo != NOWHERE && pfReachable )
|
||||
|
||||
if (!TileIsOutOfBounds(sBestGridNo) && pfReachable )
|
||||
{
|
||||
*pfReachable = TRUE;
|
||||
|
||||
@@ -300,8 +299,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
|
||||
// of where we have to climb to instead
|
||||
sClimbingGridNo = GetInterveningClimbingLocation( pSoldier, sBestGridNo, bBestLevel, &fClimbingNecessary );
|
||||
if ( fClimbingNecessary )
|
||||
{
|
||||
if ( sClimbingGridNo == NOWHERE )
|
||||
{
|
||||
if (TileIsOutOfBounds(sClimbingGridNo))
|
||||
{
|
||||
// can't investigate!
|
||||
*pfReachable = FALSE;
|
||||
@@ -329,8 +328,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
|
||||
*pfClimbingNecessary = fClimbingNecessary;
|
||||
}
|
||||
|
||||
#ifdef DEBUGDECISIONS
|
||||
if (sBestGridNo != NOWHERE)
|
||||
#ifdef DEBUGDECISIONS
|
||||
if (!TileIsOutOfBounds(sBestGridNo))
|
||||
AINumMessage("MOST IMPORTANT NOISE HEARD FROM GRID #",sBestGridNo);
|
||||
#endif
|
||||
|
||||
|
||||
Reference in New Issue
Block a user