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
+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 );