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Increased max possible soldiers stored for friendly fire check to 256.
Friendly fire chance code also checks for soldiers of the same side and optionally neutral civilians. CalcCoverValue: check friendly fire chance for each position, penalize position if friendly fire chance is high (needs AI_BETTER_COVER = TRUE) UnderFire::Add: - store friendly fire CTH for new added person - use max value when replacing friendly fire CTH for existing person CalcBestShot: - check CTGT and friendly fire chance for every stance - ignore possible shot if can hit friends in this stance CalcMoraleNew: improved code to make enemy slightly more aggressive. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -122,12 +122,12 @@
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#include "InterfaceItemImages.h" // added by Sevenfm
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#include "DynamicDialogueWidget.h" // added by Flugente for DelayBoxDestructionBy(...)
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#include "Utilities.h" // added by Flugente
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#include "AIInternals.h" // sevenfm
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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extern UIKEYBOARD_HOOK gUIKeyboardHook;
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extern BOOLEAN fRightButtonDown;
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extern BOOLEAN fLeftButtonDown;
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@@ -3373,6 +3373,25 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Get the gridno the cursor is at
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GetMouseMapPos( &usGridNo );
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// code to test friendly fire detection
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//if there is a selected soldier, and the cursor location is valid
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/*if (gusSelectedSoldier != NOBODY && !TileIsOutOfBounds(usGridNo) && gfUIFullTargetFound)
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{
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SOLDIERTYPE *pSoldier = MercPtrs[gusSelectedSoldier];
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SOLDIERTYPE *pOpponent = MercPtrs[gusUIFullTargetID];
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UINT8 ubChanceToGetThrough;
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if (pSoldier && pOpponent)
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{
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gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough(pSoldier, pOpponent);
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gUnderFire.Disable();
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ScreenMsg(FONT_ORANGE, MSG_INTERFACE, L"friendly fire chance %d count %d", gUnderFire.Chance(pSoldier->bTeam, pSoldier->bSide, TRUE), gUnderFire.Count(pSoldier->bTeam));
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}
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}*/
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// if the cursor location is valid
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if ( !TileIsOutOfBounds(usGridNo) )
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{
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