Readded AStar code, see email for more details.

Fixed bug in AStar code.
Fixed night combat chance to hit
Optimized worst case scenario pathing to be faster.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1438 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AalaarDB
2007-09-25 21:37:01 +00:00
parent 0d820f3c43
commit 5df2c69d10
7 changed files with 2083 additions and 26 deletions
+358
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@@ -0,0 +1,358 @@
#ifndef BINARY_HEAP_HPP
#define BINARY_HEAP_HPP
template <typename KEY = int, class T = int>
class HEAP
{
public:
KEY key;
T data;
HEAP<KEY, T>(void){return;};
HEAP<KEY, T>(T data, int key) {HEAP::data = data; HEAP::key = key; return;};
bool operator==(HEAP<KEY, T> &compare) {
if (this->key == compare.key && this->data == compare.data) return true;
else return false;
}
};
template <typename KEY = int, class T = int>
class CBinaryHeap
{
/*
CBinaryHeap ();
CBinaryHeap (int size);
~CBinaryHeap ();
HEAP<KEY, T> popTopHeap ();
HEAP<KEY, T> popTopHeap (int& returnSize);
HEAP<KEY, T> peekTopHeap () const;
HEAP<KEY, T> peekElement (int index) const;
int size () const;
int getMaxSize () const;
int insertElement (const T data, const KEY key);
HEAP<KEY, T> removeElement (const T data, const KEY key);
HEAP<KEY, T> removeElement (const T data);
bool editElement (const T oldData, const T newData,
const KEY oldKey, const KEY newKey);
bool editElement (const T data, const KEY key);
int findData (const T data) const;
int findData (const T data, const KEY key) const;
void clear (){heapCount = 1; return;};
private:
int moveUp (int index, KEY newKey);
int moveDown (int index, KEY newKey);
int heapCount;
int maxSize;
HEAP<KEY, T>* BinaryHeap;
*/
public:
void clear ()
{
heapCount = 1;
return;
}
CBinaryHeap(int size)
{
if (size <= 0) {
size = WORLD_MAX;
}
//size must be maxSize + 1, because 1 element is unused.
BinaryHeap = new HEAP<KEY, T>[size+1];
maxSize = size;
heapCount = 1;
return;
}
CBinaryHeap()
{
//size must be maxSize + 1, because 1 element is unused.
BinaryHeap = new HEAP<KEY, T>[WORLD_MAX+1];
maxSize = WORLD_MAX;
heapCount = 1;
return;
}
~CBinaryHeap()
{
delete BinaryHeap;
}
HEAP<KEY, T> removeElement(const T data)
{
HEAP<KEY, T> returnHeap;
int index = findData(data);
if (index) {
returnHeap = BinaryHeap[index];
--heapCount;
BinaryHeap[moveDown(index, BinaryHeap[heapCount].key)] = BinaryHeap[heapCount];
}
return (returnHeap);
}
HEAP<KEY, T> removeElement(const T data, const KEY key)
{
HEAP<KEY, T> returnHeap;
int index = findData(data, key);
if (index) {
returnHeap = BinaryHeap[index];
--heapCount;
BinaryHeap[moveDown(index, BinaryHeap[heapCount].key)] = BinaryHeap[heapCount];
}
return (returnHeap);
}
int moveUp(register int index, KEY newKey)
{
while (index > 1) {
int current2 = index>>1;//divided by 2
if (BinaryHeap[current2].key > newKey) {
//move parent down
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
}
else {
break;
}
}
return (index);
}
int moveDown(int index, KEY currentKey)
{
register int current2 = index+index;
while (current2 < heapCount) {
if (current2+1 < heapCount) {
//choose child to possibly move
current2 += (BinaryHeap[current2].key > BinaryHeap[current2+1].key);
if (currentKey > BinaryHeap[current2].key) {
//move child up
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
current2 += current2;//times 2
}
else {
return index;
}
}
else {
if (currentKey > BinaryHeap[current2].key) {
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
}
return index;
}
}
return index;
}
bool editElement(const T oldData, const T newData, const KEY oldKey, const KEY newKey)
{
int index = findData(oldData, oldKey);
if (index) {
if (oldKey < newKey) {
index = moveDown(index, newKey);
BinaryHeap[index].key = newKey;
}
else if (oldKey > newKey) {
index = moveUp(index, newKey);
BinaryHeap[index].key = newKey;
}
BinaryHeap[index].data = newData;
return true;
}
return false;
}
bool editElement(const T data, const KEY key)
{
int index = findData(data);
if (index) {
int oldKey = BinaryHeap[index].key;
if (oldKey < key) {
index = moveDown(index, key);
BinaryHeap[index].data = data;
BinaryHeap[index].key = key;
}
else if (oldKey > key) {
index = moveUp(index, key);
BinaryHeap[index].data = data;
BinaryHeap[index].key = key;
}
return true;
}
return false;
}
int insertElement(const T data, const KEY key)
{
if (heapCount > maxSize) {
return 0;
}
int index = heapCount;
while (index > 1) {
int current2 = index>>1;//divided by 2
if (BinaryHeap[current2].key > key) {
//move parent down
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
}
else {
break;
}
}
BinaryHeap[index].data = data;
BinaryHeap[index].key = key;
return (heapCount++);
/*
if (heapCount > maxSize) {
return 0;
}
__asm {
mov ecx, [this]
mov eax, [ecx]CBinaryHeap.heapCount
mov ecx, [ecx]CBinaryHeap.BinaryHeap
mov edx, key
cmp eax, 1
jle short insert
moveParentDown:
mov esi, eax
sar esi, 1
cmp [ecx+esi*8], edx
jle short insert//if parent key is higher, insert at current index
cmp esi, 1
mov ebx, [ecx+esi*8]
mov [ecx+eax*8], ebx
mov ebx, [ecx+esi*8+4]
mov [ecx+eax*8+4], ebx
mov eax, esi
jg short moveParentDown
insert:
mov esi, data
mov [ecx+eax*8+4], esi
mov [ecx+eax*8], edx
mov ecx, [this]
mov eax, [ecx]CBinaryHeap.heapCount//++heapCount
mov edx, eax
inc edx
mov [ecx]CBinaryHeap.heapCount, edx//BinaryHeap.heapCount = heapCount
}*/
}
HEAP<KEY, T> popTopHeap(int& returnSize)
{
returnSize = heapCount-1;
if (heapCount != 1) {
return (popTopHeap());
}
return (BinaryHeap[0]);
}
HEAP<KEY, T> popTopHeap()
{
HEAP<KEY, T> returnHeap;
if (heapCount != 1) {
returnHeap = BinaryHeap[1];
--heapCount;
KEY currentKey = BinaryHeap[heapCount].key;
int current2 = 2;
int index = 1;
while (current2 < heapCount) {
if (current2+1 < heapCount) {
current2 += (BinaryHeap[current2].key > BinaryHeap[current2+1].key);
//choose child to possibly move
if (currentKey > BinaryHeap[current2].key) {
//move child up
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
current2 += current2;//times 2
}
else {
break;
}
}
else {
if (currentKey > BinaryHeap[current2].key) {
BinaryHeap[index] = BinaryHeap[current2];
index = current2;
}
break;
}
}
BinaryHeap[index] = BinaryHeap[heapCount];
}
return (returnHeap);
}
HEAP<KEY, T> peekTopHeap() const
{
return (BinaryHeap[(heapCount != 1)]);
}
HEAP<KEY, T> peekElement(int index) const
{
if (index < heapCount) {
return (BinaryHeap[index]);
}
else {
return (BinaryHeap[0]);
}
}
int size() const
{
return (heapCount-1);
}
int getMaxSize() const
{
return (maxSize);
}
int findData(const T data) const
{
register int current;
for (current = heapCount-1; current > 0; --current) {
if (BinaryHeap[current].data == data) {
break;
}
}
return current;
}
int findData(const T data, const KEY key) const
{
register int current;
if ((BinaryHeap[1].key + BinaryHeap[heapCount-1].key)>>1 > key) {
for (current = 1; current <= heapCount-1; ++current) {
if (BinaryHeap[current].data == data && BinaryHeap[current].key == key) {
return current;
}
}
}
for (current = heapCount-1; current > 0; --current) {
if (BinaryHeap[current].data == data && BinaryHeap[current].key == key) {
break;
}
}
return current;
}
private:
int heapCount;
int maxSize;
HEAP<KEY, T>* BinaryHeap;
};
#endif
+16 -16
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@@ -640,7 +640,7 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX
* - stops at other obstacles
*
*/
INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, int iTileSightLimit, UINT8 ubTreeSightReduction, INT8 bAware, INT32 bCamouflage, BOOLEAN fSmell, INT16 * psWindowGridNo )
INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, int iTileSightLimit, UINT8 ubTreeSightReduction, INT8 bAware, INT32 bCamouflage, BOOLEAN fSmell, INT16 * psWindowGridNo, bool adjustForSight = true )
{
// Parameters...
// the X,Y,Z triplets should be obvious
@@ -1384,21 +1384,21 @@ INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX,
//without stopping when my eyes stop, but also including my sight limit!
//so iTileSightLimit has 255 added to it if the line is supposed to be infinite
int scalar = iSightLimit;
if (iTileSightLimit >= 255) {
int distanceWithCover = (iDistance + (iSightLimit - iAdjSightLimit));
if (adjustForSight == false) {
//I know I am doing a CTGT calc, so don't get carried away
//just because I can see 999 tiles doesn't mean I can shoot it!
//this preserves the original intent of the scalar, but makes it less likely iAdjSightLimit
//is less than zero, which if it were the function would return, which we don't want if our sight is good
scalar = min(MaxNormalDistanceVisible() * CELL_X_SIZE, iSightLimit);
return distanceWithCover;
}
else {
//I know that my sight could be over the average distance, but I am not going to clamp it
//because I do not think the actual value matters, and if it does,
//then using the real value is closer to the original intent
//AFAIK all instances that aren't CTGT just use this as a boolean test
}
return( (iDistance + (iSightLimit - iAdjSightLimit)) * (MaxNormalDistanceVisible() * CELL_X_SIZE) / scalar );
//I know that my sight could be over the average distance, but I am not going to clamp it
//because I do not think the actual value matters, and if it does,
//then using the real value is closer to the original intent
//AFAIK all instances that aren't CTGT just use this as a boolean test
return( distanceWithCover * (MaxNormalDistanceVisible() * CELL_X_SIZE) / iSightLimit );
}
BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos )
@@ -1587,7 +1587,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
return( TRUE );
}
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit, UINT8 ubAimLocation )
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit, UINT8 ubAimLocation, bool adjustForSight )
{
FLOAT dStartZPos, dEndZPos;
BOOLEAN fOk;
@@ -1766,7 +1766,7 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->bLevel, CALC_FROM_ALL_DIRS );
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, ubTreeReduction, bAware, bEffectiveCamo + bEffectiveStealth, fSmell, NULL ) );
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, ubTreeReduction, bAware, bEffectiveCamo + bEffectiveStealth, fSmell, NULL, adjustForSight ) );
}
INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo )
@@ -1797,7 +1797,7 @@ INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo
return( sWindowGridNo );
}
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit )
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit, bool adjustForSight )
{
FLOAT dStartZPos, dEndZPos;
INT16 sXPos, sYPos;
@@ -1821,7 +1821,7 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGr
if (ubTargetID != NOBODY)
{
// there's a merc there; do a soldier-to-soldier test
return( SoldierToSoldierLineOfSightTest( pStartSoldier, MercPtrs[ubTargetID], bAware, iTileSightLimit) );
return( SoldierToSoldierLineOfSightTest( pStartSoldier, MercPtrs[ubTargetID], bAware, iTileSightLimit, LOS_POS, adjustForSight) );
}
// else... assume standing height
dEndZPos = STANDING_LOS_POS + bLevel * HEIGHT_UNITS;
@@ -1840,7 +1840,7 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGr
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
}
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, gubTreeSightReduction[ANIM_STAND], bAware, 0, HasThermalOptics( pStartSoldier), NULL ) );
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, gubTreeSightReduction[ANIM_STAND], bAware, 0, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) );
}
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit )
+2 -2
View File
@@ -65,8 +65,8 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
#define CALC_FROM_WANTED_DIR -2
#define NO_DISTANCE_LIMIT -3
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS );
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS );
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true );
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true );
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
+175
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@@ -10,6 +10,181 @@
#define _PATHAI_H
#include "isometric utils.h"
#define USE_ASTAR_PATHS
#ifdef USE_ASTAR_PATHS
namespace ASTAR {
#include "BinaryHeap.hpp"
#include <vector>
enum eAStar
{
AStar_Init,
AStar_Open,
AStar_Closed
};
class AStar_Data
{
public:
AStar_Data()
{
cost = f = APCost = direction = prevCost = 0;
#ifdef ASTAR_USING_EXTRACOVER
extraGCoverCost = -1;//-1 means we have not stopped at this node
#endif
wasBackwards = false;
status = AStar_Init;
parent = GridNode(-1,-1);
};
//no H
int cost;//G
int f;//F
int APCost;//the APs spent to get here
#ifdef ASTAR_USING_EXTRACOVER
int extraGCoverCost;//an extra cost that makes stopping in midpath at a node with little cover worse
#endif
GridNode parent;
eAStar status;
int prevCost;
bool wasBackwards;
int direction;
};
typedef HEAP<int, GridNode> AStarHeap;
class AStarPathfinder
{
public:
AStarPathfinder ();
static AStarPathfinder& GetInstance();
int GetPath (SOLDIERTYPE *s ,
INT16 dest,
INT8 ubLevel,
INT16 usMovementMode,
INT8 bCopy,
UINT8 fFlags );
private:
static AStarPathfinder* pThis;
std::vector<GridNode> ClosedList;
CBinaryHeap<int, GridNode> OpenHeap;
int direction;//current direction
int startDir;
int endDir;
int lastDir;
bool startingLoop;
SOLDIERTYPE* pSoldier;
INT8 onRooftop;//aka ubLevel, not sure if this bool is logically reversed yet
bool fNonFenceJumper;
bool fNonSwimmer;
bool fPathingForPlayer;
bool fPathAroundPeople;
bool fGoingThroughDoor;
int bOKToAddStructID;
int bLoopState;
bool bWaterToWater;
bool fVisitSpotsOnlyOnce;
bool fCheckedBehind;
bool fTurnBased;
bool fCloseGoodEnough;
bool fContinuousTurnNeeded;
bool fConsiderPersonAtDestAsObstacle;
bool fCopyReachable;
bool fCopyPathCosts;
int maxAPBudget;//the gubNPCAPBudget
int mercsMaxAPs;//the merc only has so many points to move with
int movementMode;
int sClosePathLimit;
int PATHAI_VISIBLE_DEBUG_Counter;
//vehicle defined in cpp
//#ifdef VEHICLE
BOOLEAN fMultiTile;
STRUCTURE_FILE_REF * pStructureFileRef;
//#endif
// member variables to prevent passing them around
GridNode StartNode;
GridNode DestNode;
GridNode CurrentNode;
GridNode ParentNode;
INT16 ParentNodeIndex;
INT16 CurrentNodeIndex;
AStar_Data AStarData[WORLD_COLS][WORLD_ROWS];
AStarHeap AStar ();
void ExecuteAStarLogic();
void ResetAStarList ();
int TerrainCostToAStarG(int const terrainCost);
int CalcG (int* pPrevCost);
int CalcAP (int const terrainCost);
int CalcH ();
int CalcGCover (int const NodeIndex,
int const APCost);
int CalcStartingAP ();
//including THREATTYPE was a pain, so pass by value
int CalcCoverValue (INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft,
INT32 myThreatsiOrigRange, INT16 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent,
INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty);
eAStar GetAStarStatus (const GridNode node) const {return AStarData[node.x][node.y].status;};
GridNode GetAStarParent (const GridNode node) const {return AStarData[node.x][node.y].parent;};
int GetAStarG (const GridNode node) const {return AStarData[node.x][node.y].cost;};
int GetAStarF (const GridNode node) const {return AStarData[node.x][node.y].f;};
int GetActionPoints (const GridNode node) const {return AStarData[node.x][node.y].APCost;};
bool GetLoopState (const GridNode node) const {return AStarData[node.x][node.y].wasBackwards;};
int GetPrevCost (const GridNode node) const {return AStarData[node.x][node.y].prevCost;};
int GetDirection (const GridNode node) const {return AStarData[node.x][node.y].direction;};
#ifdef ASTAR_USING_EXTRACOVER
int GetExtraGCover (const GridNode node) const {return AStarData[node.x][node.y].extraGCoverCost;};
void SetExtraGCover (const GridNode node, const int extraGCoverCost) {AStarData[node.x][node.y].extraGCoverCost = extraGCoverCost;};
#endif
void SetAStarStatus (const GridNode node, const eAStar status) {AStarData[node.x][node.y].status = status;};
void SetAStarParent (const GridNode node, const GridNode parent) {AStarData[node.x][node.y].parent = parent;};
void SetAStarG (const GridNode node, const int cost) {AStarData[node.x][node.y].cost = cost;};
void SetAStarF (const GridNode node, const int f) {AStarData[node.x][node.y].f = f;};
void SetActionPoints (const GridNode node, const int APCost) {AStarData[node.x][node.y].APCost = APCost;};
void SetLoopState (const GridNode node, const int loopState);
void SetPrevCost (const GridNode node, const int prevCost) {AStarData[node.x][node.y].prevCost = prevCost;};
void SetDirection (const GridNode node, const int direction) {AStarData[node.x][node.y].direction = direction;};
INT16 PythSpacesAway (GridNode const node1,
GridNode const node2);
INT16 SpacesAway (GridNode const node1,
GridNode const node2);
//bool IsDiagonal (GridNode const node1,
// GridNode const node2) {return (abs(node1.x - node2.x) && abs(node1.y - node2.y));};
bool IsDiagonal (int const direction) {return (direction & 1);};
void InitVehicle ();
int VehicleObstacleCheck();
bool CanTraverse ();
bool IsSomeoneInTheWay();
void IncrementLoop ();
void InitLoop ();
bool ContinueLoop ();
};
};//end namespace ASTAR
#endif//end #ifdef USE_ASTAR_PATHS
BOOLEAN InitPathAI( void );
void ShutDownPathAI( void );
INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);
+1509 -6
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File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -3699,11 +3699,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
//We are firing a gun, and so the gun will be pointed and the scope will be used, even if it isn't now, so don't forget that we are in a firing animation
if (ubTargetID != NOBODY && pSoldier->bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
{
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation );
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
}
if (iSightRange == -1) // didn't do a bodypart-based test
{
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT );
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
}
//restore old flag
+21
View File
@@ -20,6 +20,27 @@
#define WORLD_BASE_HEIGHT 0
#define WORLD_CLIFF_HEIGHT 80
//ADB I'm tired of seeing a 5 digit number when looking at something's gridno.
//I need to see an x and y. I created this class for the AStar,
//but moved it here as you can convert a regular INT16 gridno to a GridNode then print it out for debugging.
//Don't switch between the 2 types too often, IntToGridNode is especially slow
class GridNode
{
public:
GridNode () {x = -1; y = -1;};
GridNode (INT16 const loc) {this->x = loc % WORLD_COLS; this->y = loc / WORLD_COLS;};
GridNode (int x, int y) {GridNode::x = x; GridNode::y = y;};
GridNode operator + (const GridNode& point) const {return GridNode(this->x + point.x, this->y + point.y);};
bool operator == (const GridNode& point) const {return this->x == point.x && this->y == point.y;};
bool operator != (const GridNode& point) const {return !(*this == point);};
INT16 GridNodeToInt() {return (this->x + this->y * WORLD_COLS);};
void IntToGridNode(INT16 const loc) {this->x = loc % WORLD_COLS; this->y = loc / WORLD_COLS;};
bool isInWorld() {return (this->x < WORLD_COLS && this->x >= 0 &&
this->y < WORLD_ROWS && this->y >= 0);};
int x;
int y;
};
//A macro that actually memcpy's over data and increments the pointer automatically
//based on the size. Works like a FileRead except with a buffer instead of a file pointer.
//Used by LoadWorld() and child functions.