This commit is contained in:
MaddMugsy
2006-05-31 03:55:50 +00:00
parent aca1757842
commit a7d456ad6b
4 changed files with 21 additions and 10 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.142" };
INT16 zVersionLabel[256] = { L"Release v1.13.144" };
#endif
+3 -2
View File
@@ -2,6 +2,7 @@
#include "AI All.h"
#include "DisplayCover.h"
#include "Interface.h"
#include "opplist.h"
#include "_Ja25Englishtext.h"
//#include "Ja25 Strategic Ai.h"
#endif
@@ -435,7 +436,7 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pOpponent, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
usSightLimit = DistanceVisible( pOpponent, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
if( usRange > ( usSightLimit * CELL_X_SIZE ) )
@@ -935,7 +936,7 @@ INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOL
}
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
usSightLimit = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
//
+15 -7
View File
@@ -1098,7 +1098,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
else
{
// Lesh: added this
if( gGameExternalOptions.gfAllowLimitedVision )
if( SoldierHasLimitedVision(pSoldier) )
{
bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo );
}
@@ -1106,7 +1106,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
// Lesh: and this
if ( (sDistVisible == 0) && (gGameExternalOptions.gfAllowLimitedVision) )
if ( (sDistVisible == 0) && (SoldierHasLimitedVision(pSoldier)) )
return(0);
if ( sDistVisible != STRAIGHT )
@@ -1260,7 +1260,7 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{
if ( pOtherSoldier->sGridNo != NOWHERE )
{
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pOtherSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, (SoldierHasLimitedVision(pSoldier) ? pOtherSoldier->bDesiredDirection : 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 ] ) );
@@ -1799,7 +1799,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
bAware = TRUE;
// then we look for him full viewing distance in EVERY direction
sDistVisible = DistanceVisible(pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
sDistVisible = DistanceVisible(pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : 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]);
}
@@ -5635,7 +5635,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, UINT16 sGridNo, INT8 b
}
}
sDistVisible = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
sDistVisible = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
if ( fMuzzleFlash )
{
@@ -6485,7 +6485,7 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
}
}
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, (gGameExternalOptions.gfAllowLimitedVision ? pDefender->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, (SoldierHasLimitedVision(pDefender) ? pDefender->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
if (SoldierToSoldierLineOfSightTest( pDefender, pAttacker, ubTileSightLimit, TRUE ) != 0)
{
fSeesAttacker = TRUE;
@@ -6745,7 +6745,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
{
if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints )
{
sDistVisible = DistanceVisible( MercPtrs[ ubID ], (gGameExternalOptions.gfAllowLimitedVision ? MercPtrs[ ubID ]->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
sDistVisible = DistanceVisible( MercPtrs[ ubID ], (SoldierHasLimitedVision(MercPtrs[ ubID ]) ? MercPtrs[ ubID ]->bDesiredDirection : 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 ) )
{
@@ -6949,4 +6949,12 @@ void MakeBloodcatsHostile( void )
}
}
}
BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier)
{
if ( GetPercentTunnelVision(pSoldier) > 0 || gGameExternalOptions.gfAllowLimitedVision )
return TRUE;
else
return FALSE;
}
+2
View File
@@ -148,4 +148,6 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
extern INT8 gbLightSighting[1][16];
BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier);
#endif