Data and Source v1.13 Mod High Resolution version from 2006-03-01

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@23 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 17:10:53 +00:00
parent e54aeb96aa
commit 89b4d71bf3
71 changed files with 11332 additions and 731 deletions
+30 -20
View File
@@ -785,7 +785,6 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
pSoldier->bNewOppCnt = 0;
pSoldier->bNeedToLook = FALSE;
// Temporary for opplist synching - disable random order radioing
#ifndef RECORDOPPLIST
// if this soldier's NOT on our team (MAY be under our control, though!)
@@ -840,6 +839,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
// CJC August 13 2002: at the end of handling sight, reset sight flags to allow interrupts in case an audio cue should
// cause someone to see an enemy
gubSightFlags |= SIGHT_INTERRUPT;
}
@@ -997,7 +997,7 @@ INT16 MaxDistanceVisible( void )
return( STRAIGHT * 2 );
}
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel )
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel, SOLDIERTYPE *pOther )
{
INT16 sDistVisible;
INT8 bLightLevel;
@@ -1028,6 +1028,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
//bSubjectDir = atan8(pSoldier->sX,pSoldier->sY,pOpponent->sX,pOpponent->sY);
}
if ( !TANK( pSoldier ) && ( bFacingDir == DIRECTION_IRRELEVANT || (pSoldier->uiStatusFlags & SOLDIER_ROBOT) || (pSubject && pSubject->fMuzzleFlash) ) )
{
sDistVisible = MaxDistanceVisible();
@@ -1074,8 +1075,26 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// now reduce based on light level; SHADE_MIN is the define for the
// highest number the light can be
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
// If we're about to ask for a light level for a location outside of our
// valid map references then use the ambient light level instead.
if(0 > sSubjectGridNo || sSubjectGridNo > WORLD_MAX)
{
if(pSoldier != pOther)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("113/UC Warning! Tried to detect the light level when character %ls[%d] at gridno %d tries to look for character %ls[%d] who outside of the valid map (gridno %d). Assigning default %d",
pSoldier->name, pSoldier->ubID, pSoldier->sGridNo, pOther->name, pOther->ubID, pOther->sGridNo, ubAmbientLightLevel));
}
else
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("113/UC Warning! Tried to detect the light level when character %ls[%d] looks at a location outside of the valid map (gridno %d). Assigning default %d",
pSoldier->name, pSoldier->ubID, pSoldier->sGridNo, ubAmbientLightLevel));
}
}
else
{
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
}
// Snap: I think this was intended to give maximum visibility to targets with muzzle flash...
// Corrected accordingly:
@@ -1150,7 +1169,7 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{
if ( pOtherSoldier->sGridNo != NOWHERE )
{
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel ) )
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
{
// if this guy can no longer see us, change to seen this turn
HandleManNoLongerSeen( pOtherSoldier, pSoldier, &(pOtherSoldier->bOppList[ pSoldier->ubID ]), &(gbPublicOpplist[ pOtherSoldier->bTeam ][ pSoldier->ubID ] ) );
@@ -1401,7 +1420,6 @@ void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier)
UINT32 uiLoop;
SOLDIERTYPE *pOpponent;
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
String("MANLOOKSFOROTHERTEAMS ID %d(%S) team %d side %d",pSoldier->ubID,pSoldier->name,pSoldier->bTeam,pSoldier->bSide));
@@ -1439,6 +1457,7 @@ void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier)
}
}
}
}
void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT8 * pPersOL, INT8 * pbPublOL )
@@ -1531,7 +1550,6 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
INT16 sDistVisible,sDistAway;
INT8 *pPersOL,*pbPublOL;
/*
if (ptr->guynum >= NOBODY)
{
@@ -1575,8 +1593,6 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
return(FALSE);
}
// if we're somehow looking for a guy who is inactive, at base, or already dead
if (!pOpponent->bActive || !pOpponent->bInSector || pOpponent->bLife <= 0 || pOpponent->sGridNo == NOWHERE )
{
@@ -1680,15 +1696,13 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
pPersOL = &(pSoldier->bOppList[pOpponent->ubID]);
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID]);
// if soldier is known about (SEEN or HEARD within last few turns)
if (*pPersOL || *pbPublOL)
{
bAware = TRUE;
// then we look for him full viewing distance in EVERY direction
sDistVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, 0, pOpponent->sGridNo, pOpponent->bLevel );
sDistVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"ALREADY KNOW: ME %d him %d val %d",pSoldier->ubID,pOpponent->ubID,pSoldier->bOppList[pOpponent->ubID]);
}
@@ -1699,8 +1713,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
// BIG NOTE: must use desdir instead of direction, since in a projected
// situation, the direction may still be changing if it's one of the first
// few animation steps when this guy's turn to do his stepped look comes up
sDistVisible = DistanceVisible(pSoldier,pSoldier->bDesiredDirection,bDir, pOpponent->sGridNo, pOpponent->bLevel );
sDistVisible = DistanceVisible(pSoldier,pSoldier->bDesiredDirection,bDir, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"dist visible %d: my dir %d to him %d",sDistVisible,pSoldier->bDesiredDirection,bDir);
}
@@ -1712,7 +1725,6 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String( "MANLOOKSFORMAN: ID %d(%S) to ID %d: sDistAway %d sDistVisible %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,sDistAway,sDistVisible) );
#endif
// if we see close enough to see the soldier
if (sDistAway <= sDistVisible)
{
@@ -1779,8 +1791,6 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
}
return(bSuccess);
}
@@ -5520,7 +5530,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, UINT16 sGridNo, INT8 b
}
}
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel );
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
if ( fMuzzleFlash )
{
@@ -6370,7 +6380,7 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
}
}
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, DIRECTION_IRRELEVANT, 0, pAttacker->sGridNo, pAttacker->bLevel );
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, DIRECTION_IRRELEVANT, 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
if (SoldierToSoldierLineOfSightTest( pDefender, pAttacker, ubTileSightLimit, TRUE ) != 0)
{
fSeesAttacker = TRUE;
@@ -6489,7 +6499,7 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
// distance we "see" then depends on the direction he is located from us
bDir = atan8(pSoldier->sX,pSoldier->sY,pDyingSoldier->sX,pDyingSoldier->sY);
sDistVisible = DistanceVisible( pSoldier, pSoldier->bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->bLevel );
sDistVisible = DistanceVisible( pSoldier, pSoldier->bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->bLevel, pDyingSoldier );
sDistAway = PythSpacesAway( pSoldier->sGridNo, pDyingSoldier->sGridNo );
// if we see close enough to see the soldier
@@ -6630,7 +6640,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
{
if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints )
{
sDistVisible = DistanceVisible( MercPtrs[ ubID ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ] );
sDistVisible = DistanceVisible( MercPtrs[ ubID ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
// look at standing height
if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, (UINT8) sDistVisible, TRUE ) )
{