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 #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.142" }; INT16 zVersionLabel[256] = { L"Release v1.13.144" };
#endif #endif
+3 -2
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@@ -2,6 +2,7 @@
#include "AI All.h" #include "AI All.h"
#include "DisplayCover.h" #include "DisplayCover.h"
#include "Interface.h" #include "Interface.h"
#include "opplist.h"
#include "_Ja25Englishtext.h" #include "_Ja25Englishtext.h"
//#include "Ja25 Strategic Ai.h" //#include "Ja25 Strategic Ai.h"
#endif #endif
@@ -435,7 +436,7 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo ); usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
// Lesh: changed 2-nd parameter in DistanceVisible function call // 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 ) ) 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 // 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
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@@ -1098,7 +1098,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
else else
{ {
// Lesh: added this // Lesh: added this
if( gGameExternalOptions.gfAllowLimitedVision ) if( SoldierHasLimitedVision(pSoldier) )
{ {
bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo ); bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo );
} }
@@ -1106,7 +1106,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
sDistVisible = gbLookDistance[bFacingDir][bSubjectDir]; sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
// Lesh: and this // Lesh: and this
if ( (sDistVisible == 0) && (gGameExternalOptions.gfAllowLimitedVision) ) if ( (sDistVisible == 0) && (SoldierHasLimitedVision(pSoldier)) )
return(0); return(0);
if ( sDistVisible != STRAIGHT ) if ( sDistVisible != STRAIGHT )
@@ -1260,7 +1260,7 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{ {
if ( pOtherSoldier->sGridNo != NOWHERE ) 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 // 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 ] ) ); 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; bAware = TRUE;
// then we look for him full viewing distance in EVERY direction // 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) //if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"ALREADY KNOW: ME %d him %d val %d",pSoldier->ubID,pOpponent->ubID,pSoldier->bOppList[pOpponent->ubID]); //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 ) 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) if (SoldierToSoldierLineOfSightTest( pDefender, pAttacker, ubTileSightLimit, TRUE ) != 0)
{ {
fSeesAttacker = TRUE; fSeesAttacker = TRUE;
@@ -6745,7 +6745,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
{ {
if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints ) 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 // look at standing height
if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, (UINT8) sDistVisible, TRUE ) ) if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, (UINT8) sDistVisible, TRUE ) )
{ {
@@ -6950,3 +6950,11 @@ void MakeBloodcatsHostile( void )
} }
} }
BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier)
{
if ( GetPercentTunnelVision(pSoldier) > 0 || gGameExternalOptions.gfAllowLimitedVision )
return TRUE;
else
return FALSE;
}
+2
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@@ -148,4 +148,6 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
extern INT8 gbLightSighting[1][16]; extern INT8 gbLightSighting[1][16];
BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier);
#endif #endif