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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.142" };
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INT16 zVersionLabel[256] = { L"Release v1.13.144" };
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#endif
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@@ -2,6 +2,7 @@
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#include "AI All.h"
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#include "DisplayCover.h"
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#include "Interface.h"
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#include "opplist.h"
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#include "_Ja25Englishtext.h"
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//#include "Ja25 Strategic Ai.h"
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#endif
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@@ -435,7 +436,7 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
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usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
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// Lesh: changed 2-nd parameter in DistanceVisible function call
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usSightLimit = DistanceVisible( pOpponent, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
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usSightLimit = DistanceVisible( pOpponent, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
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if( usRange > ( usSightLimit * CELL_X_SIZE ) )
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@@ -935,7 +936,7 @@ INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOL
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}
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// Lesh: changed 2-nd parameter in DistanceVisible function call
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usSightLimit = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
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usSightLimit = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
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//
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+15
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@@ -1098,7 +1098,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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else
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{
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// Lesh: added this
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if( gGameExternalOptions.gfAllowLimitedVision )
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if( SoldierHasLimitedVision(pSoldier) )
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{
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bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo );
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}
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@@ -1106,7 +1106,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
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// Lesh: and this
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if ( (sDistVisible == 0) && (gGameExternalOptions.gfAllowLimitedVision) )
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if ( (sDistVisible == 0) && (SoldierHasLimitedVision(pSoldier)) )
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return(0);
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if ( sDistVisible != STRAIGHT )
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@@ -1260,7 +1260,7 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
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{
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if ( pOtherSoldier->sGridNo != NOWHERE )
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{
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if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pOtherSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
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if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, (SoldierHasLimitedVision(pSoldier) ? pOtherSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
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{
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// if this guy can no longer see us, change to seen this turn
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HandleManNoLongerSeen( pOtherSoldier, pSoldier, &(pOtherSoldier->bOppList[ pSoldier->ubID ]), &(gbPublicOpplist[ pOtherSoldier->bTeam ][ pSoldier->ubID ] ) );
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@@ -1799,7 +1799,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
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bAware = TRUE;
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// then we look for him full viewing distance in EVERY direction
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sDistVisible = DistanceVisible(pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
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sDistVisible = DistanceVisible(pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
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//if (pSoldier->ubID == 0)
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//sprintf(gDebugStr,"ALREADY KNOW: ME %d him %d val %d",pSoldier->ubID,pOpponent->ubID,pSoldier->bOppList[pOpponent->ubID]);
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}
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@@ -5635,7 +5635,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, UINT16 sGridNo, INT8 b
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}
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}
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sDistVisible = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
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sDistVisible = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
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if ( fMuzzleFlash )
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{
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@@ -6485,7 +6485,7 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
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}
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}
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ubTileSightLimit = (UINT8) DistanceVisible( pDefender, (gGameExternalOptions.gfAllowLimitedVision ? pDefender->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
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ubTileSightLimit = (UINT8) DistanceVisible( pDefender, (SoldierHasLimitedVision(pDefender) ? pDefender->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
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if (SoldierToSoldierLineOfSightTest( pDefender, pAttacker, ubTileSightLimit, TRUE ) != 0)
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{
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fSeesAttacker = TRUE;
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@@ -6745,7 +6745,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
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{
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if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints )
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{
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sDistVisible = DistanceVisible( MercPtrs[ ubID ], (gGameExternalOptions.gfAllowLimitedVision ? MercPtrs[ ubID ]->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
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sDistVisible = DistanceVisible( MercPtrs[ ubID ], (SoldierHasLimitedVision(MercPtrs[ ubID ]) ? MercPtrs[ ubID ]->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
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// look at standing height
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if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, (UINT8) sDistVisible, TRUE ) )
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{
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@@ -6949,4 +6949,12 @@ void MakeBloodcatsHostile( void )
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}
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}
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}
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BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier)
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{
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if ( GetPercentTunnelVision(pSoldier) > 0 || gGameExternalOptions.gfAllowLimitedVision )
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return TRUE;
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else
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return FALSE;
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}
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@@ -148,4 +148,6 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
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extern INT8 gbLightSighting[1][16];
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BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier);
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#endif
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